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MONTHLY 

REVIEW 

FOR 


BUILDING ON SUCCESS 


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BUBBLE BOBBLE 

THE FINEST CONVERSION YET? 
MORPHEUS THE FIRST SIGHTING 

MEGA APOCALYPSE 

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THE JOURNEY OF A LIFETIME 

WIN! WIN! WIN! 

A UNIQUE ARCADE BRIEFCASE 
COURTESY OF OCEAN 

AN ADVANCED AIRBRUSH FROM RAINBIRD 

AN ADVENTURE DAY OUT 
WITH MIRRORSOFT 









DEATH WISH 3 

The big screen classic, in 
which modern day vigilante 
Paul Kersey wreaks his own 
form of revenge on the scum 
and filth that terrorise the 
streets of modern day New 
York. For too long the gangs 
have run wild, un- 
challenged in their peverted 


feature of city life. So 
when the chief of police 
turns a blind eye you 
decide to take over 
where the law left off. 


Strap on your famous 
475 WILDEY 
MAGNUM, turn your- 
self into a one man 
fighting force armed 
with pump action * 1 
shotgun, machine gun f 
and rocket launcher. 

Now turn the tables on 
the punks and creeps 
who certainly know how 
to dish out the violence 
but may not be so good at 
being on the receiving end 


SPECTRUM 48/I28K 


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tBM 64/128 & AMSTRAD 
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Screenshots from Spectrum version 


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NIGHTMARE NOW FOR 


AM5TRAD 


COMMODO 


Ocean Spftware Limited 

6 Central Street • Manchester • M2 5NS • Tel: 061 832 6633 • Telex: 669977 












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ISSUE 30 OCTOBER 1987 


Editor 

Ciaran Brennan 

Assistant Editor 
Julian Rignall 
Staff Writers 

Steve Jarratt, Lloyd Mangram, 

Paul Sumner 
Contributing Writers 
Andrew Braybrook, Mel Croucher, 
Philippa Irving, 

Brendon Kavanagh, Gary Liddon, 
John Minson 

Editorial Assistant 
Glenys Powell 
Production Controller 
David Western 
Art Director 
Gordon Druce 
Production 

Tony Lorton, Mark Kendrick, 
Matthew Uffindell, Nik Orchard, 
Jonathan Rignall 

Illustrator 
Oliver Frey 
Photography 

Cameron Pound, Michael Parkinson 

Advertising Manager 
Roger Bennett 
Advertising Assistant 
Nik Wild 
Subscriptions 
Denise Roberts 
Mail Order 
Carol Kinsey 


IRREGULARS 


70 MANOEUVRES 

Ms Irving takes to the air in a B-24 FLIGHT 
SIMULATOR, takes to a tank in BLITZKRIEG, and 
appeals for reasonable offers of help in her new 
tips section 

78 COMPETITION RESULTS 

And in reverse order, the winners are . . . 

83 PLAY BY MAIL 

The ins and outs of postal gaming explained by 
Brendan Kavanagh 

1 06 CHEAP AND CHEERFUL 

Shepherd Rignall rounds up this month’s budget 
releases and fleeces the little devils 

1 14 THE SCORELORD SAYS 

The mean machine panders to his follower’s egos 

120 THE CHART SHOW 

This month’s listings - in glorious technicolour 


7 EDITORIAL 

Once more from the top - Brennan comes out 
smiling and shoots from the hip 

8 UNDER THE BAUD-WALK 

Mel Croucher points the light of truth into the 
darker corners of the computer industry 

30 ZZAPI RRAP 

The would-be Doctor Mangram displays an 
impeccable bedside manner 

43 THE WHITE WIZARD 

The wiz takes to playing roles, immersing himself 
in PHALSBERG and THE BARD’S TALE - he also 
conjures up a preview of KNIGHT ORC’S spec- 
tacular graphics 

59 ZZAPI TIPS 

The calm before the storm, as Jaz prepares for the 
big one . . . 


Editorial Production 

1/2 King Street, Ludlow, Shropshire SY8 
1AQ 

S 0584 5851 

Mail Order & Subscriptions 

PO Box 10, Ludlow Shropshire SY8 1DB 
S 0584 5620 

Advertising Information & Bookinqs 

S 0584 4603 or 5852 


65 GAMES WITHOUT FRONTIERS 

A taste of things to come from Newsfield’s newest 
publication, THE GAMES MACHINE 

76 ART FOR ART'S SAKE? 

Steve Van Jarratt peeks out from under his beret, 
to cast an artistic eye over Rainbird’s Advanced 
Art Studio 

87 AN ARCADIAN SUMMER 

Risking life and limb in the process, ZZAP! visits 
the Joyland arcade 

119 READER OFFER 

Four Lucasfilm classics for a fiver! - not to be 
missed 


39 HIT ME WITH YOUR BEST SHOT 

The first part of Julian Rignall’s shoot ’em up his- 
tory 

50 MENTAL PROCREATION 

The final episode — including a full-colour preview 
of Morpheus 

55 THE GREATEST SHOW ON EARTH 

John Minson hacks away at the hype surrounding 
this year’s PCW show 


Printed in England by Carlisle Web Offset 
(Member of the BPCC Group), Newtown 
Trading Estate, Carlisle, Cumbria. 

Colour Origination by Scan Studios, 
Wallace Road, London N1 

Distributed by COMAG, Tavistock Road, 
West Drayton, Middlesex UB7 7QE 

No material may be reproduced in whole or 


part without the written consent of the 
copyright holders. We cannot undertake to 
return any written or photographic material 
sent in to ZZAP! 64 magazine unless 
accompanied by a suitably stamped 
addressed envelope. Unsolicited written or 
photographic material which may be used 
in the magazine is paid for at our current 
rates. 


OUTSTANDING IN OCTOBER 


94 HYSTERIA 

Combat the enemy through three levels of action 
in Software Projects latest release 

98 ACE II 

Blast the enemy out of the skies in this split-screen 
air combat emulator 

106 REVENGE II 

Minter’s 60-foot laser spitting camels are 
back . . . this time in the form of a budget Silver 
Medal 

1 06 ARCADE CLASSICS 

Play four arcade classics - ASTEROIDS, SPACE 
INVADERS, SNAKE and SPACE WARS for only 50p 
a throw 


12 BUBBLE BOBBLE 

Bubble blowing Bronto’s, blancmanges, bananas 
and beetroots abound in Firebird’s Gold Medal 
arcade conversion 

18 RED LED 

Explore a series of incredible 3D scrolling land- 
scapes in this superb Starlight arcade adventure 

26 MEGA-APOCALYPSE 

T ravel the galaxy in search of strange new worlds 
- and blast them to bits 


A NEWSFIELD PUBLICATION 


COMPETITIONS 

36 THE BEAT 'EM UP BRIEFCASE 

Win the pose prize of a lifetime - a RENEGADE 
arcade machine courtesy of Ocean 

49 ADVANCED ART UTILITY 

Win Rainbird’s latest art package - with a little 
help from Rockford 

75 MEAN STREAK 

Adventure, excitement - a Jedi craves not these 
things - but you can, courtesy of Mirrorsoft 


MEMBER Of The AUDIT 
BUREAU Of CIRCULATIONS 

Average monthly sales 
for the period 

JAN - JUNE 1987 
Total: 77,483 
UK/Eire: 63, 809 

© Newsfield Publications Ltd 1987 

Rockford appears in ZZAP! 64 by kind 
permission of First Star Inc, whose 
copyright he remains. 




As far as the eye could see there was sand . . . 
nothing but sand. Unless of course you counted all 
the kangaroos on pogo sticks, and of course that 
little kiosk which doesn’t sell Perrier, oh and let’s 
not forget the guy pulling the scarf off the sword 
so that his girlfriend will give him a bite of her Tur- 
kish Delight. Apart from all this the desert was 
empty - it’s always the same on a Friday. The next 
ZZAP!’s on sale on October 8th - last one in’s a 
cissy! 


Cover by Oliver Frey 


ZZAP! 64 October 1 987 5 







.. .. • - • - 
9H HHbi 


BY STAVROS FASOULAS 

CBM M/1 28 

Thalamus Limited 

2 Minerva House 
Calleva Park 
Aldermaston 
Berkshire RG7 4QW 
Tel: (07356) 77261 


, : 


• WSm 


lisw.. 


Cassette £ 9.99 
Disk £14.99 




% 


'i '.V 




AND STILL AVAILABLE . . . 


DELTA 


. 




SANXION 


manr 













Incentive 31 

Micro Doc 31 

Microprose 1 5, 24, 82, 1 05, 1 1 3 
Nebulae 96 

Ocean 4 

PCW Show 118 

Quicksilva 21 

Robtek 74 

Softek 69, 85 

Thalamus 6 

US Gold 

38, 54, 58, 86,122,123,132 

Verran 100 

Virgin 82 




IT’S NOT WHAT 
YOU DO . . . 


77,483 AND RISING 


I t’s that time of year again where 
the Audit Bureau of Circulations 
reveal the sales figures for the 
first six months of the year. And 
though we’ve never been ones to 
sample our own trumpets, we’re 
always prepared to allow the 
figures to speak for themselves. 

Better still, we’ll let the opposi- 
tion sing our praises, as a certain 
Mr Pratt from EMAP Publications 
has recently said the following with 
reference to ZZAP! . . . 

‘We recognise some of the 
devices by which they’ve done 
so exceptionally well and quite 
frankly we’ll be taking some 
leaves out of their book. ’ 

This is very gratifying (after all 
imitation is the sincerest form of 
flattery), but I can’t help feeling that 
it’s a pity that they can’t come up 
with a few ideas of their own. 
Anyway, back to business. This 
month sees yet more changes in 
your favourite Commodore 
magazine, not least of 
, which is the 

introduction of a 
special 
budget 


section. For some time now we 
have felt that budget games 
neither need nor deserve the same 
in-depth coverage as other soft- 
ware. For this reason we will now 
be covering lower-priced games 
in a separate section, without the 
extensive ratings which are now 
exclusively devoted to full-priced 
software. 

Another development is the arr- 
ival at last of our long promised 
Play By Mail section. Brendon 
Kavanagh kicks off this month with 
a brief guide to the rudiments of 
the genre, and month by month 
he’ll be bringing us the latest 
developments in the world of 
postal gaming. 

This month also sees the last 
adventure section hosted by The 
White Wizard. After a career with 
ZZAP! which stretches back 
almost to the beginning, the 
bearded one is off to cast spells 
and hexes in pastures 
new -we wish him well 
... but watch out 
for his successor next 
month. 

Speaking of 
corpulent technical 


writers (were we?), Gary Liddon 
would like to apologise for the fact 
that his humourous asides are 
missing from this issue-this tem- 
porary absence is unavoidable, 
because Gaz is hard at work writ- 
ing the world’s greatest trousers 
joke for a forthcoming episode of 
Terry and June. Don’t worry 
though fans, the gluttonous guru 
will be back next month with his 
‘bit in the middle’. Almost as an 
afterthought, Gaz also wishes to 
say sorry for a teensy mistake in 
last month’s section . . . three 
lines after the label ‘ SM ’ in the sec- 
ond listing, #3 should have read 
#7. We hope that didn’t cause you 
too much inconvenience. 

Hold it! Before you rush off to 
read this fun-filled issue, let me 
tell, you about a few things which 
will be coming up over the next 
few months. Our next issue will 
contain a glorious 3-D section, 
the special glasses, and a 
fabulous tips supplement as 
well as a host of other features. 
‘And how will they follow that’, I 
hear you cry. Easy, the following 
month’s ZZAP! will contain a 
once-off collector’s 


issue of 2000 AD, and a 1 6 page 
supplement on the latest genera- 
tion of 1 6-bit computers - don’t 
miss it. 

That’s it for this month. Be care- 
ful out there, and look me up if you 
make it to the PCW show. 


Ciaran Brennan 



GAMES REVIEWED 





ACE II 

98 

Jackie and Wide 

111 


Arcade Classics (SM) 

107 

Last Mission 

99 


Aztec Challenge 

106 

Laurel and Hardy 

92 


B-24 Flight Simulator (S) 

71 

Lazer Force 

111 


Black Magic 

17 

Mega Apocalypse (S) 

26 


Blitzkrieg 

72 

Morphicle 



Boulderdash/ll (SM) 

106 

the Transforming Car 

111 


Bubble Bobble (GM) 

12 

Night on the Tiles 

92 


Centurions 

25 

Pile-Up 

95 


Clean-Up Service 

106 

Pirates of the Barbary 



Cosmonut 

106 

Coast 

27 


Death Race 

106 

Prohibition 

20 


Deliverance 

106 

Red LED (S) 

18 


Destructo 

107 

Revenge of the 



Enforcer 

107 

Mutant Camels II (SM) 

112 


Evening Star 

93 

Starforce Nova 

111 


Flunky 

11 

Swamp Fever 

112 


Forbidden Forest 

110 

The Further Adventures of 



Frenesis 

110 

Alice in Videoland 

110 


Gun Runner 

110 

The Tube 

14 


Hysteria 

94 

Toad Force 

112 


ADVERTISERS INDEX 

Activision 

22, 23, 62, 

American Action 
Argus Press 
Ariolasoft 
Cascade 
Database 
Doctor Soft 
E&J 

Electronic Arts 
Electronic Serv 
Euromax 
Firebird 

Gremlin Graphics 
Imagine 

1 


100 
82 

. dacKnumbers 1 04 

ZZAP! Mail Order 108 


UlTH 



ZZAP! 64 October 1 987 7 



\ 


* 







— — 


H e slammed his muscled carcass to the heaving deck of Boots Pic, rolling backwards like a used surgical glove. The year was 1981 . It was 
up to him, the young Mel Croucher to save the British Computer Games Industry from terminal boredom. Twenty-two kilos of CBM pet 
strapped to his back, a suicide pill clenched between his oiled fetlocks, he shook the sweat from his long flowing tresses and hurled a C20 
blindly into the advancing horde of business suits. 'Eat tape! Scumbats! ' he barked, shrugging off their pathetic retaliatory fire of Ping-Pong, 
Invaders and Hangman. Croucher knew that they couldn't beat him, those faceless dorks sinking into the stinking swamp of copycat shoot 
'em ups, as he lobbed a low-yield tactical publicity-stunt grenade in their paths. 'Up your Asteroids! ' he snarled, scenting victory permeat- 
ing through the stench of their blanket-bombed press releases. This was guerilla warfare, and they were the monkeys. By 1 984, he had won. 
Home computing was a shambles. He had single-handedly introduced celebrity endorsement, cartoon-strip advertising, prize adventures, musical sound- 
tracks, interactive movies, sex, humour and filth into computer gaming. Croucher was the biggest cult in the business. And then, Tuesday evening, after 
tea and compulsory prayers ... he vanished! All that was left was a geostationary hologram orbiting above the Olympia decorated with the words 'so 

long, suckers' in braille. . . 

Within hours the bankruptcies began. Soppy software houses, huckster hardware manufacturers, dopey distributors, cruddy magazines, tacky tape 
duplicators, one by one they went bust. One by one they stabbed themselves in the foot, made garters out of their own guts, went insane or worse still, 
were bought out by US Gold or Activision. Where was Croucher? His disciples erected rubber shrines to his memory, and awaited the second coming. 
Rumours began to spread that he had been sighted in Greece, restoring the ruins of Melina Mercouri; that he was holed up inside Matthew Smith; that 
he was Fergus McNeil's illegitimate father; that he had changed his name to Mel and Kim. And then it happened. A message from The Man came through 
to us here at ZZAP! Maybe we should have left that ouija board alone. Perhaps the knotted garlic, silver bullets and crucifix needed changing. Or was 
it because of the spelling mistake in our advert which read 'Rant-Boy wanted'. Anyway, it's too late now. We've rubbed his magic lamp, and we can't 
put him back. Once a month a slavering giant Irish Setter with burning eyes and a free bus pass slinks into the Editor's office, with a floppy disc clenched 
between someone else's teeth. We still don't know where Croucher hangs out, but the information on that disc is too incredible to ignore. If you can han- 
dle it, we can print it, in this, the first extract from . . . 




A 



A 



St. SAMANTHA'S DAY, 

(Bank Holiday, Lapland) 

I know why Domark have had the rights to Jef- 
frey Archer's pitiful novel for over six months, 
without telling anyone. But it's a matter of hon- 
our, so I will leave it to the midget, ex-bankrupt, 
ex-Deputy Chairman of the Tory Party to explain 
all at the press conference arranged by Solution 
PR's Dave Carlos. ILR radio interviewer Karen 
Ross assures me that Mr Archer could not possi- 
bly have a spotty back, and I believe her - she's 
my sister. Not A Penny More Not A Penny Less 
(cos I'm leavingtwo grand at Victoria Station) will 
soon be available for your Commodore. To save 
you reading the book, the millionaire swindler 
turns out to be the father of the heroine, and he 
gets his come-uppance on page 203. 


SECOND WEDNESDAY AFTER 
BLOODTEST 

I discuss sex with the Doctor, who is full of little 
surprises. Not only is Dr. Tim Langdell the mys- 
terious force behind Softek and some Irish 
guitarist called The Edge, but his real name is 
Cheri. Like me, Dr. Langdell is a Scorpio, (pass- 
ionate, ruthless and with excellent teeth), unlike 
me Dr. Langdell is a blonde Californian hippy 
who has designs on my parrot. Today, she sends 
it a telex. Unfortunately, my parrot named Percy, 
cannot possibly go to a home where 'Cheri' 
freely admits that she turned her anteater named 
Matthew into a toucan named Charlie. Should 
such weirdos be allowed to run software houses? 
Especially when they offer me plain brown 
envelopes full of coffee, lasagne and clip-on Gar- 
field brooches. Big Fat Hairy Deal. What's more, 
she's not even a proper doctor! When I ask for a 
diagnosis of an outbreak of naked breasts on cas- 
sette covers, she claims to be a doctor of litera- 
ture!!! 

8 ZZAP! 64 October 1 987 


ANNIVERSARY OF DEATH OF VLAD 
THE IMPALER (Full Moon) 

What are the young, thrusting executives of 
computer software up to these days? CRL Sup- 
remo and OINK thinkalike Clem Chambers tells 
me that he's going into the straw business, 'cos 
so many people are clutching at them. ' 

NEW YEAR'S EVE (on Krypton) 

I discuss sex with Mirrorsoft's flame-haired bos- 
sette Pat Bitten. 'Why is the damsel advertising 
Defender of the Crown flat on her back draped 
across that horse?' I wonder. The answer is very 
simple, 'With boobs that size she couldn't stand 
up!' comes her honest answer.* Once bitten 
twice shy? I await her threatened delivery of a 
single red rose with fluttering heart. 

*77 AP! readers are advised to savour the full, frank and fearless 
in-depth feature Software Sex, in the first edition of The Games 
Machine. 

FIRST FRIDAY OF KIPPER 
SNORTING SEASON 

The Editor of this magazine is holding my favour- 
ite painting of Adolf Hitler hostage until I give him 
my secret cure for premature baldness. No dice, 
Brennan, not until you stop putting silly little 
marks over your Christian Name. 'Ciaran'?What 
kind of a handle is that? Where would weend up 
if we all went around decorating ourselves with 
Dago offcuts and typographic rejects. Mel 
Croucher means 'to vomit honey' in French, 
whereas Melcro Ucher is Hungarian for 'my 
manhood is trapped in this modern zipper.' 
Before we can say Magnus Magnussun, (which 
is Icelandic for Robert Robinson), we'll all be as 
crazy as Thalamus, where they use the low-scor- 
ing tiles off their Scrabble board to give their 
programmers names like Stavros Fasoulas, and 
the high-scoring tiles to name his games. After 
Sanxion , he is about to inflict Quedex on your 
dictionaries, which notches up 75 if you putiton 
a triple-word-score. I am assured that Quedex 


stands for 'Quest For Ultimate Dexterity', which 
I believe is something to do with the art of nose- 
picking, or worse. Much worse. 

PENICILLIN DAY (Bangkok) 

As we all know, the capital of Thailand is named 
after its principle industry, which is why System 
3 heavyweight Tim Best is arranging to fly a 
horde of deadbeats, liggers and perverts out 
there, to launch a software entertainment that I 
refuse to publicise until I get my ticket. They can 
easily afford to pack me into their overnight bag- 
gage by flogging off the Ferrari that's been rotting 
in the garage since a certain member of staff lost 
his licence. So providing I receive this wee bribe 
in a plain brown envelope before closing time, I 
promise not to tell readers that Tim's current 
nickname is HagarThe Horrible. 


AH SOULS DAY 

This entry is dedicated to the memory of Roger 
Kean. Kean was not only one of the finest dan- 
cers, but also a great entertainer and man who 
always strived to perfect his skills - an example 
to us all. 


SHUTTERDAY 

I discover Fergus McNeil floating among some 
bullrushes, near one of my rubber shrines. He 
freely admits that I am indeed his creator, and 
that he was conceived in a weak solution of 
vodka inside my test tube. I am allowed to tell 
you that Delta 4 and Abstract Concepts may be 
the same people under a different name, but I am 
forbidden to say that Fergus is in the process of 
cobbling up a superb new adventure system, 
comprising the best bits stolen from Infocom, 
'cos they're brilliant', from Magnetic Scrolls, 
'cos they're not bad' and from Level 9, 'cos 
they're ... er, near.' Where did I go wrong 
with the lad's training? 





Now available 
Commodore 64/1 28 

£7.95 cass., £1 2.95 disc. 


FIREBIRD MAIL ORDER, PO BOX 394 LONDON N8 OQR ^ 

TELEPHONE HOTLINE 01-348 8618 niTCCDITCU 

Published by Firebird Software, A division of British Telecom pic, 1 st Floor, 64-76 New Oxford St„ London WC1 A 1 PS, 




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are finally running out (again!)* You must 
bridge the path to the much needed 
matter supplies, using three ZMX 
all-purpose battle-droids to linlc up the 
vital cosmic-interlace grid. 


C64/128 cass £9.99 C64/128 
disk £12.99 AMSTRADcass 
£9.99 AMSTRAD disk 
£14.99 SPECTRUM £8.99 


... * Mi 

StIRRTPOnti 


n-'^ormaMi 


FLUNKY 

Piranha, £9.95 cass, £12.95 disk, joystick or keys 


L ucky, lucky you. After spend- 
ing a couple of months on the 
dole, you’ve struck it lucky by 
landing a job at Buckingham 
Palace as a flunky to the Royal 
Family. As such, you have to keep 
your employers (The Queen, Andy, 
Fergie, Charles and Di) happy by 
pandering to their each and every 
whim. 

The action is viewed side-on, 
with the main character able to 


x mtm 



— — 


J s 


okay, 
sprites are 
large and colour- 
ful and it does 
have a certain 
charm, but the action’s slow 
and the puzzles are slightly 
odd. I think that its greatest 
appeal lies in the fact that 
strutting around the work- 
place in the role of dogsbody 
seems strangely familiar to 
me. The whole thing seems to 
amble along quite happily, 
hardly generating any sense of 
excitement or urgency - even 


a confrontation with the 
Palace guard brings hardly a 
murmur (even if you do lose a 
life through it!). Perhaps this 
would appeal to the younger 
player (that’s probably why I 
liked it), and if that’s its target 
market then it should hit the 
bull -however, Flunky doesn’t 
really have a lot to offer the 

i ■ 


more sophisticated player 




— 



I wasn’t particu- 
larly enamoured 
with Trapdoor, 
and this is very, 
- very similar. The 
enormous graphics are admir- 
able, and the extremely well- 
animated caricatures are par- 
ticularly appealing - but other 
than that there’s very little in 
the gameplay that appealed. 
The five tasks are pretty off- 
beat and don’t offer much 
scope for long-term play - 
consequently, once the game 
has been completed it loses its 
appeal. Trapdoor fans may 
think otherwise, but person- 
ally I couldn’t find enough in it 
to put it near the top of my 
shopping list 





move ‘in’ and ‘out’ of the screen. 
At the start, Flunky walks out of his 
office into Buck House and is 
immediately told by the head but- 
ler to ‘light all the fires’ - an easy 
job, which is carried out by using 
the box of matches which Flunky 
already carries. 

For some strange reason, 
Flunky is only allowed access to 
certain parts of the Palace if he is 
carrying the correct Royal’s autog- 
raph. If he hasn’t got the right sig- 
nature, a guard steps out smartly 
and opens fire, removing one of 



the hero’s five lives in the process. 
An autograph is collected 
whenever a task is completed, and 
to gain access to the final room, all 
five Royal signatures should be 
collected. 

The five tasks are pretty pecul- 
iar, ranging from fetching a toy 
boat for Prince Andrew’s bath and 
getting Di her wig to giving Fergie 
freckles! Each of these jobs is 
completed by using the objects 
that are carried at the start of the 
game, or by picking up and utilis- 
ing others which are found around 
the royal residence. 

If all signatures are collected 
within the set time, the Queen’s 
throne room is entered where the 
final task can be completed. That 
done, your days as a royal flunky 
are successfully completed and 
you can retire happily with pots of 
cash! 


► Gorgeous, pouting Fergie demands some freckles from the unflappable 

Flunky 




'AWtf...' 



Royalists should 
steer well clear of 
Piranha’s latest 
release which 
definitely has 
anarchic overtones! The cari- 
catures are quite good - 
they’re all very recognisable - 
and the graphics are cleverly 
implemented throughout. In 
fact it’s quite surprising how 
well the Commodore’s hi-res 
mode can work when it wants 
to. There’s obviously been a lot 
of thought put into the design 
of the game to stop it looking a 
real mess and having oddly- 
coloured attributes over the 
place. The gameplay itself, 
however, is slightly on the 
eccentric side - some people 
may have to think hard arid 
long over the problems 
involved. This kind of game 
doesn’t appeal to me, but I’m 
sure that fans of Trapdoor will 
love i* 






. 

2 j h A S vf 




: 


PRESENTATION 77% 

A restart option, and a rarely use- 
ful choice of languages. 

GRAPHICS 82% 

Large and well animated charac- 
ters - shame about the bland 
backdrops. 

SOUND 63% 

Acouple of suitable jingles which 
are let down by the jarring sound 
effects. 

HOOKABILITY 67% 

The tasks are quite hard to work 
out at times, and consequently 
it’s tough for a first-time player. 

LASTABILITY 71% 

There are only five tasks to com- 
plete, although they’re difficult 
enough to keep you puzzling. 

OVERALL 68% 

A competent arcade adventure 
which should appeal to Trapdoor 
fans. 



ZZAP! 64 October 1987 11 












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Firebird, £8.95 cass, £14.95 disk, joystick onl 




A stunning conversion of Taito’s surreal arcade machine 





N ow it is the start of a fantas- 
tic journey! Let’s make a 
journey to the cave of 
monsters.’ And so begins a 
strange and surreal adventure 
through 100 caves filled with bub- 
ble-spitting Brontosaurii, horrific 
hostiles, exotic fruits, wonderful 
presents and a large assortment 
of generally useful items. Each 
cave consists of a screen filled 
with platforms, and progression 
from one to another occurs when 
the entire screen has been 
cleared. 

An initial decision is made betw- 
een either one or two-player 
mode. Choose the single player 
option however, and a second 
player can still join in at any time 
during the action. When the start 


button is pressed, the Brontosaurii 
appear at the bottom left and right. 
Shortly after, the hostile cave- 
dwellers emerge and rush around 
the network of platforms. These 
are deadly to touch, and should be 
avoided at all costs. 

The only means of defence are 
the bubbles which a ’saurus spits 
when the fire button is depressed. 
A bubble travels forward a short 
distance before floating upward, 
and any creature caught in its hori- 
zontal path becomes trapped, and 
is helpless about its predicament. 
Now the fun begins - if the bronto 
jumps up and pops the bubble 
with his tough horny head, the cre- 
ature within bounces around the 
screen, stunned, and turns into a 
bannana which is collected for an 
extra score. Bubbles always mass 
at the top of the screen, and a clus- 
ter of bubbled enemies can be 
bust at the same time, resulting in 
different fruits worth bigger points. 

Greed is a terrible thing though, 
and if a dinosaur waits too long for 
bubbles to mass, the creatures 
can escape. Their constant 
struggling weakens the bubble 
wall and they break through after 
1 5 seconds or so. An escapee is a 
horrible sight, all red and angry, 
and rushing around the screen in a 
complete strop, looking for the 


brontosaurus responsible for his 
imprisonment. 

Another hazard which appears 
if a screen is not cleared quickly 
enough is the dreaded Baron von 
Blubba. This indestructible horror 
emerges to track down the heroic 
dinos, eventually giving his fatal 
touch if all the other creatures 
aren’t destroyed quickly enough. 

Throughout a level, bubbles 
float up from the bottom of the 
screen. Some of these are water- 
filled and cause a mini-flood when 
burst. This then pours down the 
screen, sweeping away any crea- 
ture that stands in its path. Other 
bubbles contain letters, with an 
extra life awarded if the word 
EXTEND is formed. On some 
screens, bubbles containing light- 


ning can also be burst to send 
deadly bolts of electricity whizzing 
across the screen. 

Goodies appear randomly, 
either giving extra points, or 
endowing the prehistoric pair with 
special bronto-powers. Trainers 
for example, give a Bronto extra 
speed, and a Lamp either gives 
faster bubble-producing abilities 
or extra fire-spitting capabilities. 
Sometimes an object sets off a 
reaction - such as filling the screen 
with water, killing all dwellers 
within, causing a huge explosion 
or sending huge bolts of lightning 
from above. On very rare occa- 
sions, collecting an item makes all 
the hostiles disappear and the 
screen becomes filled with objects 
- which are collected within a 20 
second time limit for a 100,000 
points bonus. 

As the dinosaurs progress 
through the levels, all manner of 
creatures are encountered. Early 
levels are inhabited by square- 
headed morons, whereas later 
screens contain boulder-lobbing 
ghosts, flying fish, helicopter hip- 
pos, springing things, gremlins 
and missile-dropping Space 
Invaders. When the 100th screen 


A trickle of water rushes down the hole - hopefully it took a baddie with it 


12 


ZZAP! 64 October 1 987 


I ’d only ever seen the arcade machine once before playing the 
64 version, so I’m not terribly prejudiced one way or the other 
as to the quality of the conversion. The game is technically 
adept, with heaps of things whizzing all over the screen and the 
great graphics - endowed with loads of ‘cute’ appeal and plenty 
of character. It’s the gameplay however, that brings the game 
into its own - it’s unbelievably addictive. If you buy this on a 
Saturday, you can kiss the rest of your weekend goodbye! Hav- 
ing seen most of the 100 screens (we’ve got a cheat version 
here in the office), I can safely say that you’re in for a pretty 
tough time. Play on your own - or better still, play with a friend, 
but either way - play! This has got to be one of the best platform 
games of all time .... if not the best! 


► One of the more devious screens on the excellent 
conversion of Bubble Bobble 



* 



I t’s a rare and beautiful occa- 
sion when a great arcade 
machine is perfectly con- 
verted - but thankfully this is 
one such event. No matter 
what format it appears in, 
there are very few games 
which generate as much fun as 
Bubble Bobble - and even 
watching two other people 
playing is marvellously enter- 
taining! After all, this is the 
game with everything that your 
average gamesplayer could 
ever want - Wacdonald’s fries, 
the evil count, cuddly 
monsters and alcohol-free 
lager! Although it’s basically a 
two-player game, it’s still a 
real pleasure to play on your 
own. So go out and get it now 
and experience some fun 
graphics, silly sounds, whacky 
gameplay and, most impor- 
tantly, a lot of laughs. 


► If the baddie-bearing bubbles aren’t burst soon, they’ll break out, turn pink and go into a mega-strop 


B ubble Bobble is one of my favourite arcade games at the 
moment, and I must confess to waiting for this conversion 
with some trepidation. After all, there have been so many disap- 
pointments lately, with pale, bastardised imitations of original 
arcade games being the usual result of a conversion. Imagine 
my surprise when Firebird’s conversion turned out to be one of 
the finest yet seen on the Commodore. All the features of the 
100 screen arcade game have been included, and the graphics, 
music and gameplay are about as close as you’re ever going to 
get. The action is maddeningly addictive, and I’ve been playing 
it solidly since it came into the office. There’s so much depth, 
and so many different features, like working out how to trigger 
the mega-bonuses and how to break into the hidden screen. 
Bubble Bobble is simply superb - a licensing triumph which 
shouldn’t be missed at any cost. 


is reached, the extremely large 
chief cave-dweller appears and is 
bubbled many, many times before 
dropping the final curtain and join- 
ing the choir invisible. 

Finally, there’s a secret screen 
which is revealed when a special 
fruit-collecting sequence is com- 
pleted. Can you find it? 


► The final screen - beware the attack of the extremely large (but still quite cute) cave-dweller 


TOP 

20000 


PRESENTATION 92% 

One or two player mode, a hid- 
den level, and good on-screen 
presentation. 

GRAPHICS 84% 

Extremely ‘cute’ and highly 
detailed sprites, finished off with 
great use of colour. 

SOUND 8 7% 

A Jolly soundtrack plays 
throughout, exactly like the 
arcade game’s. 

HOOKABILITY 97% 

Instant appeal and massive 
addiction. 

LASTABILITY 91% 

One hundred screens of highly 
addictive action, with plenty of 
depth. 


TOP 

20000 


OVERALL 97% 


A superlative conversion which 
retains all of the fun and features 
of the original. 






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ZZAP! 64 October 1987 13 
















The Tube is not 
really up to the 
standard we’ve 
come to expect. 
The graphics are 
reasonable, but otherwise 
there’s very little in the action 
to make progress even a tiny 
bit enjoyable. Having endured 
the tedium of the first screen, I 
found the second screen dull, 
and the return to the start after 
the loss of a life is very frustrat- 
ing. The third screen is the best 
of the three, but even that can- 
not be recommended as it’s far 
too easy. This is an unattrac- 
tive game, which doesn’t offer 
anything like enough playabil- 
ity. 


Quicksilva, £8.95 cass, joystick with keys 


aving suffered a severe 
power drain, the good ship 
Tracker II has drifted into a 
black hole - only to be thrown out 
on the other side of the galaxy, 
right next to an awesome alien 
construction . . . The Tube! 

This huge device is an alien 
space waste disposal system, 
drawing rubbish in through one 
end to be stored for later collection 
and re-use. 

Taking manual control of 
Tracker II, you guide the vessel 
through the Tube, attempting to 
restore the ship’s energy banks 
and escape the sanitary prison. 

There are three main areas to 
the Tube, the first being the Trans- 
fer Zone. Here, a large forcefield 
drags your ship into the gaping 
maw of the alien vessel. Caught in 
its web-like energy matrix, other 


There are some 
really nice ideas 
and effects 
behind The Tube, 
but unfortunately 
they haven’t been 
implemented to their full 
potential. The first section is 
remarkably easy, and it’s pos- 
sible to leave the computer 
and do something else while 
the level is cleared. The sec- 
ond is merely a Scramble 
derivative that suffers from a 
sluggish and unwieldy control 
method, and the third (the best 
of the bunch) is a simplistic 
puzzle game with a vertically 
scrolling landscape thrown in 
as an afterthought. If a little 
more thought had been put 
into the gameplay, The Tube 
might have been fun. As it 
stands, it just isn’t challenging 
enough. 


Negotiating the web-like tractor beam at the start of the Tube 


alien vessels survive by draining 
the power from ships passing 
through this tractor beam. Before 
entering the Tube itself, an attack 
of these ships is fended off, lest 
the ship’s energy be diminished 
completely leaving it totally help- 
less. 

On safely reaching the Tube 
entrance, the Defence Mechanism 
Tunnel is entered. Here, a series of 
defence systems attempt to 
weaken vessels prior to entering 
the capture area. If, as in your 
case, ships prove to be capable of 
damaging the Tube, the defence 


systems attempt to destroy it 
instead. You must carefully guide 
Tracker II through the horizontally 
scrolling tunnel, avoiding the tun- 
nel walls and missiles which are 
launched against you. 

Successfully negotiating the 
Defence Mechanism Tunnel facili- 
tates entry to the Capture Area, 
where previously captured ships 
are stored ready for the Tube’s 
constructors to dismantle and 
devour them at their convenience. 
Many ships still retain a high power 
level, and docking with these ena- 
bles you to drain off much needed 
energy, and also to collect their 
unwanted energy crystals which 
may then be used to bring your 
ship back up to full power. Dock- 
ing is carried out automatically by 
positioning the Tracker II in front of 
the required vessel. Access to the 
ship is gained by initiating a col- 
our-coded wiring sequence which 
effectively opens the ship’s hatch- 
way. 

Four energy crystals are 
needed, and once a crystal has 


Catchment Area One - the space equivalent of the elephant’s graveyard 


been collected, you are trans- 
ported to the next section of the 
Tube, where a second level of 
three zones is confronted. 


All the time that I 
was playing The 
Tube, I kept get- 
ting this feeling of 
‘what if . . . ?’. 

There are loads of good ideas 
within the game (and some 
great effects), but the main 
themes included are simple 
and derivative of other 
releases. The first section is 
more or less without purpose 
- you can easily finish it, and 
after one or two goes it pro- 
vides nothing more than an 
inconvenience to be endured 
rather than played. Only the 
second two sections entertain 
to any degree, and even then 
the challenge is frustrated by 
the repetition of having to sit 
through the first section after 
each successful round. The 
Tube does offer a little chal- 
lenge - but I’d advise you to 
have a good look before shel- 
ling out your nine quid. 




PRESENTATION 79% 

Adequate instruction and plenty 
of options. 

GRAPHICS 71% 

Clever use of colour and neat 
effects, but the tacky sprites 
tend to mar the appearance. 

SOUND 62% 

Poor effects and average music. 

HOOKABILITY 53% 

The first section is technically 
clever, but the rest of the levels 
are straightforward. 

LASTABILITY 43% 

Repetitive and limited in variety. 

OVERALL 54% 

An attempt at something differ- 
ent, which doesn’t quite come 
off. 


14 ZZAP! 64 October 1987 


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attack at every opportunity. Con- 
tact with one of these (or their 
deadly spittle) reduce’s the hero’s 
health, represented by a diminish- 
ing bar. 

All is not bad though, and extra 
food and arrows are picked up to 
increase chances of survival. 
Spells are also discovered and can 
be used to help in times of extreme 
duress. When the mission starts, 
the hero is ranked an apprentice 
and is only able to cast two types 
of spells - a minor teletransporta- 
tion spell called blink, and vanish, 
a limited invisibility spell. However, 
as creatures are killed and objects 
and eyes picked up, experience 
points are gained. When 3000 
experience points have been col- 
lected, the hero is ranked a wizard 
and is capable of freezing both 
water and any creatures which 
come in his path. Next is the rank 
of Sorcerer, capable of conjuring 
fire, extra health, food or arrows, 
and finally the ultimate status of 
Necromancer, where fear and 
bolts are added to the already 
stunning array of weapons. When 
this status is reached and all six 
eyes have been collected, the 
statue can be approached and 
Zahgrim finally defeated - but it’s 
a tough task! 


BLACK MAGIC 

US Gold, £9.99 cass, £14.99 disk, joystick only 


When playing this 
Wf I was reminded of 

~ Capcom’s Ghosts 

’n’ Goblins, espe- 
cially with the 
style of the backdrops. The 
gameplay is quite addictive, 
and the desire to find all six 
eyes is very strong indeed. 
There are plenty of hostile cre- 
atures to contend with, and 
sometimes the enemy are so 
numerous there aren’t enough 
arrows to deal with them all! 
Black Magic is a fast little blast, 
and well worth casting your 
eye over for a spell. 


T he kingdom of Marigold has 
been under the thumb of the 
evil Red Warlock Zahgrim 
for too long. Hideous demons 
roam the streets while good citi- 
zens cower in their homes, afraid 
to venture forth. Luckily there is a 
hero, an apprentice willing to take 
on the might of Zahgrim and 
banish him from Marigold - that 
hero is you. To achieve the task, 
the six magical eyes of the former 
good King Anakar must be found 


and replaced in a large stone 
statue buried deep in the caverns 
of Marigold. These eyes are scat- 
tered throughout Marigold, so the 
quest is an arduous one. 

The adventure takes place over 
a large multi-directionally scrolling 
platform landscape. The hero 
starts the mission at the top left 
hand corner of the map and 
explores the surface and the huge 
underground complex to find the 
six eyes. 

Throughout the quest, Zah- 
grim’s minions, including demons, 
bats, ogres, ghosts, giant 
monsters and fire-spitting plants, 


► A huge swamp demon rises from 
the water 


\ f\ k ZSiL The °ld proverb, 
' xijLx tfj ‘don’t judge a 
book by its cover ’ 
■IBbEmBI holds very true 
here, as at first 
Black Magic looks a right load 
of codswallop. The sprites are 
inept and the backdrops are 
nothing to write home about - 
it even sounds grotty, with 
nothing but crude effects to 
generate an atmosphere. But, 
Black Magic is extremely play- 
able, and throws down a plea- 
sureable and addictive chal- 
lenge that should keep even 
the most adept of arcade 
adventurers amused and 
perplexed for some consider- 
able time. Progressing 
through the RPG type status is 
a challenge, and collecting the 
six eyes really takes some 
doing. I’ve spent a lot of time 
playing this, and thoroughly 
enjoyed every moment - if 
you’re a keen arcade adven- 
turer, I think you will too. 


Although 


Black 

yi Magic looks like it 

■ vISH was designed by 
a committee of 
chimps, the game 
itself actually play really well, 
falling half-way between an 
RPG and an arcade adventure. 
There’s enough depth there to 
satisfy most would-be cave- 
dwellers, and as progress 
depends heavily on the items 
collected and the efficiency 
with which you despatch your 
foes, each game is sufficiently 
different every time it’s played. 
If you’re an arcade adventure 
hankering for some action, 
you can’t really go wrong with 
Black Magic. 


ftPPKniTier 


► T rading with trolls tends to be a one-way affair! 






PRESENTATION 71% 

No title screen or options, but 
thoughtful in-game layout. 

GRAPHICS 54% 

Unimpressive and strictly func- 
tional backdrops and sprites. 

SOUND 50% 

Reasonable spot effects only. 

HOOKABILITY 82% 

Instantly rewarding exploration 

INSTABILITY 83% 

Plenty to keep an avid player 
adventuring for some time. 


TROLL EXCHANGES FOOD FOR 
TIME LIMITED SPELLS!! 
AST MS MANY MS YOU DMH ! I ! 


OVERALL 77% 


Although looking and sounding 
awful, this is a highly enjoyable 
and challenging arcade adven- 
ture. 


ZZAP! 64 October 1 987 1 7 


■ 











E arth’s resources are running 
out again, and the only way 
new power can be generated 
is by linking the vital cosmic inter- 
lace grid. This grid consists of 37 
inter-connected coloured hexa- 
gons, each representing a world. 
The objective is to form a continu- 
ous line of hexagons from one side 
of the grid to the other - a task 
achieved by liberating , all the 
worlds along that line. Three ZMX 
all-purpose battle robots and an 
hour of real-time are all that the 
player has to complete this world- 
saving task. 

A world is captured by teleport- 
ing a battle-droid to the landscape 
in question, and guiding it around 
to find and collect all four energy 
pods. These small- pyramidal 
objects activate the exit portal,, 
allowing the landscape to be 
claimed and the droid transported 
to the next world. 

Each world is filled with danger, 
including acid lakes, chasms, pre- 
cipices and steep slopes leading 
to infinity. Should the droid fall 
from the landscape, one minute is 
removed from the total time 
allowed for the mission. To help 
find the way around the land- 
scape, a map can be accessed 
from the keyboard showing the 
terrain immediately surrounding 
the remote droid. 

Each of the three droids has dif- 
ferent assets and capabilities. The 
first, ‘fang’, doesn’t like the acid 
pools, but is immune to gravity and 
can hang on the sloping walls of 
the landscape without sliding 
down. The flat, round hover droid 
floats across the landscape on a 
cushion of anti-nothing. He is 
unaffected by the acid lakes, but 

► 


has difficulty in coping with hills 
and valleys. Finally, there’s the 
standard issue droid: he has the 
least fun of all, being adversely 
affected by both gravity and acid. 

The landscape is infested with 
enemy robots which home in and 
attempt to crash into the active 
droid. Energy is lost each time a 
collision occurs, with lost power 
represented by a shrinking bar. 
Shooting an attacker, however, 
expands the bar once again. 

Enemy robots are produced by 
generators which are dotted 
around the landscape. Blasting 
these ceases robot production 
from that unit and gives the droid a 
large energy boost. The only prob- 
lem with this is that it angers the 
remaining robots, who attack with 
added vigour. 

Acid lakes, rivers and acid falls 
are frozen by tripping a snowflake 
shaped ice-switch. This freezes 
the acidic liquid momentarily, 
allowing both the land droids to 
cross without sustaining any dam- 
age. 

Other items found about the 
landscapes include teleport pads 
which enable the more arduous 
terrains to be negotiated success- 
fully, and all-destroying smart 
bombs which are collected and 
activated when necessary. Time- 
distort capsules are occasionally 
encountered and either add or 
subtract five minutes to the timer, 
depending on the way they’re 
spinning. Spinning letters which 
' are collected to eventually spell 
BONUS and give access to the 
bonus screen. This screen takes 
place on the last world played, and 
the droid negotiates the landscape 


The first interlace grid, showing the 37 battlegrounds available to your 
droids 


► Having emerged from a teleport pad, the basic droid whizzes 

across a frozen acid lake to collect his first energy pod 


RED L.E.D. 

Starlight, £9.99 cass, £12.99 disk, joystick or keys 

• A race against time across a fabulous series 
of scrolling 3-D worlds 


li 

i 


! 






from the drop zone to the exit por- 
tal within the allotted time. There 
are no enemy robots around and 
the exit is open, so it is merely a 
matter of dexterity and speed. 

Points are scored for complet- 
ing a landscape, shooting the 
enemy droids and collecting 
objects. Each time 100,000 points 
are gaihed, an extra droid is 
awarded. 


Once a world is finished with, 
the droid returns to base, and the 
• interlace grid appears once more. 
Liberated landscapes appear as 
glowing hexagons, while lands 
which proved fatal turn white. 
Once a hexagon has changed col- 
our it may not be attempted again, 
and so the choice of pathway to 
take is important. Choose wisely, 
think straight and get that line. 


T he inertial control is very difficult to get to grips with, and 
successfully moving around the anti-droid terrain takes 
some perseverance. The acid baths, waterfalls and sheer drops 
are also tricky hazards to to contend with, and if that isn’t 
enough you’ve also got other droids to avoid, objects to collect 
and alien generators to zap! The action is constantly furious, 
and I felt pretty whacked after I finally managed to clear a level 
- even so I wanted to go straight back for more. Red L E D. is 
speedy, smooth, slick, colourful and compelling - and provides 
the perfect balance between manual and mental dexterity. If 
Starlight can keep up this standard, they should be selling 
games for a long time to come. 


18 ZZAP! 64 October 1987 








The exit portal - 
a trans-dimensional 
chasm to freedom 


A map of each battleground is 
supplied for those with no 
sense of direction 


The hover-droid appears 
on an island block 
via the teleport 
system 


ZZAP! 64 October 1987 19 


■■■■tillilllU* S 


A fter a none-too-impressive start with Deathscape, Greyfell 
and Dogfight 2187, Starlight has finally hit the big time - 


PRESENTATION 90% 

Logical and well designed game 
structure, plus the inclusion of a 
high score table, pause mode 
and map mode. 

GRAPHICS 93% 

Superlative backdrops with 
smooth scrolling and effective 
movement throughout. 

SOUND 72% 

Limited, but atmospheric sound 
effects. 

HOOKABILITY 84% 

The comfortable control method 
makes the action quite easy to 
get into, and there’s a wide 
choice of landscapes to explore 
from the start. 

LASTABILITY 92% 

Finishing one grid is a rewarding 
challenge - finishing the whole 
game is a real achievement. 


I thought I’d seen the ultimate in geometric 3-D landscapes 
with Spindizzy, The Sentinel and, to a lesser extent, Marble 
Madness. Apparently not . . . Red L E D. has ideas to the con- 
trary, containing some of the most realistic and imaginative 
dioramas I’ve ever seen on a home computer. The movement 
of the droids is great, with just the right amount of difficulty so 
that each landscape starts off as a challenge - and remains a 
challenge on successive plays. The game itself is huge. There 
are loads and loads of screens and they’re all very devious and 
cleverly constructed. Although seeming derivative of other 
games, Red L E D. is in fact unique in its approach and brilliant 
in its design. It took them four attempts, but Starlight have 
finally found their star bright. 


OVERALL 93% 


A truly impressive product, bril 
liantly designed, implemented 
and executed. 

















T he place - Chicago. The era 
-the late 1920’s. Prohibition 
has been in force for several 
years now, allowing the more 
enterprising of criminals to build 
up business empires based on the 
illicit trafficking of alcoholic liquor. 

In an attempt to retain their slice 
of the market, rival gangs indulge 
in bloody wars of attrition - murder 
becomes a household word, and 
fear riddles the streets of the windy 
city. 

Unable to adequately police the 
city, Mercenaries like yourself 
have been called in to help control 
the ascending crime wave in the 
only way you know how . . . termi- 
nation with extreme prejudice. 


\ * thought that I 

was really going 
L. mU to like this one. 

The promise of 
* packing a 

tommy-gun and indiscrimi- 
nately eliminating hoodlums 
sounded like it could provide a 
great deal of fun. However, the 
finished product wasn’t realty 
all that I expected it to be. The 
action is simply too repetitive 
to be really compulsive, and 
the superb graphics and pres- 
entation don’t make up for the 
irritation caused by the awk- 
ward control method. I 
appreciate that the juddering 


many buildings, only small sec- 
tions of which are immediately vis- 
ible surrounding your gunsight. 
Moving the gunsight causes the 
block to scroll past - vertically and 
horizontally - enabling the whole 
street to be viewed. 

Gangsters appear at openings, 
windows, doors and the roof of the 
block and on the sidewalk. If they 
come out of hiding in a part of the 
block not within your local field of 
view, a small arrow appears at the 
bottom of the screen pointing in 
their general direction. 

As soon as one gangster is 
despatched, five seconds are 
allotted in which to find and shoot 
the next, the time shown numeri- 
cally at the side of the screen. Fail- 
ing to kill your opponent in time is 
rewarded with a hail of returning 
fire which, unless dodged, proves 
fatal. 

Dodging bullets is achieved by 
pressing any key, whereupon the 
screen then turns grey and the 
offending bullets go whizzing past. 
Releasing the key resumes the 
countdown timer, giving you 
another chance to pinpoint the 
opposition. 

Avoiding shots in this way may 
be carried out many times, but a 
second meter displays the total 
amount of ‘ dodge’ time remaining. 
Should this run out, you have to 
resort to your speed and skill as a 


gunsight is supposed to simu- 
late the uncontrollable nature 
of a 1920’s machine gun, but it 
is too hard to handle, and 
makes aiming a matter of luck 
rather than skill. Essentially, 
Prohibition is an extremely 
polished product which would 


1 r Once the wobbl- 

i n 9 gunsight has 
V been mastered, 

scanning the 
buildings and 
shooting down gangsters 
becomes a breeze. After I’d 
got to grips with the tricky con- 
trol method I waited for some- 
thing exciting to happen. It 
didn’t, and I became increas- 
ingly bored when man after 
man was despatched. The 
novelty of shooting down the 
gangsters wears off surpris- 
ingly quickly, and when this 
happens there’s very little 
excitement to be gleaned. The 
lack of variety proves to be a 
millstone around Prohibition’s 
neck, and at ten pounds I’d 
expect a little more fun for my 
money. Play the arcade game 
City 1931 a couple of times, 
and spend the balance else- 
where. 


Variety is sadly 
lacking from this 
latest trans- 
it imiiwl channel offering. 

The game itself is 
neatly implemented and con- 
tains some very noteworthy 
graphics, but unfortunately it 
falls well short in the entertain- 
ment stakes. Once you get the 
hang of the shaking gunsight, 
there’s simply nothing left to 
offer any challenge. Having 
played for what seemed like 
ages, I’d obtained a score of 
over $5,000 with five lives left 
and little possibility of being 
shot. I could have at least dou- 
bled this - very dull! For me, 
Prohibition quickly lost its 
attraction. 


have benefited greatly from 
having some more time spent 
on the gameplay. 


Positioning yourself in one of the 
seedier parts of town, your brief is 
to kill all the hired gunmen as they 
appear from their hiding places 
across the street. Armed with the 
ubiquitous Thompson sub 
machine-gun, you line up the 
gun’s cross hairs over your 
intended victim and press the fire 
button to send a hail of lead in his 
general direction. 

The block opposite contains 


► Even Chicago’s manholes conceal trigger happy hoodlums 



20 ZZAP! 64 October 1987 



















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t dventure through a complex and colourful Oriental world of magic, mysticism and intrigue 

Moebius - fabled deity of the island Kingdom of Khantun - has chosen you, 

* his disciple, to reclaim the stolen Orb of Celestial Harmony from the 
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Featuring superbly animated martial arts and sword-fighting combat, 4 4 : \y- 

Moebius is far better than other Far Eastern adventures. Strategically ' 

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takes you through the realms of Earth, Water; - 

Air and Fire. The dynamic playfield changes '' : ; 4 ■ ' 

constantly as you travel across 26 terrain types, 

encountering earthquakes, roqkslides, heavy rains and heatwaves. 

Graphics are top-notch and yoti can communicate with all the townspeople. 

There are 2 distinct magic systems, mixed combat modes and a fearsome 

array of enemies. \ ; 


Moebius fills both sides of two disks and is available 
Jjl for the CBM 64, Amiga^At^ri ST and Apple. 
Prices from £19.99* 




se Software Ltd., 2 Market 



CENTURIONS 

Reaktor, £9.99 cass, £12.99 disk, joystick only 


S aturday morning TV fans will 
no doubt recognise the 
heroes of Reaktor’ s latest 
offering, Centurions. Ace 
McCloud, Jake Rockwell and Max 
Ray are all here, ready to battle the 
forces of Doc Terror as he 
attempts to infiltrate the Weapons 
Development Centre and make off 
with the World’s largest supply of 
Tyron Dichromate - a chemical 
used to catalyse the process of 
Nuclear fusion. Armed with their 
customised exo-frames, Jake and 
his team enter the maze-like con- 
fines of the complex and begin 
blasting! 

The action is displayed Gauntlet 
style, with the Weapons Centre 
appearing as a large three-level 
multi-directionally scrolling maze. 
A SCOUT droid appears at the 


After spending an 
extremely long 
time playing Cen- 
turions, I never 
really felt that I 
had gained any real profi- 
ciency at it. The main problem 
was the inlay, which can hardly 
be described as infomative. It 
tells you half of the game’s 
aims, and assumes that you 
can get past die first few prob- 
lems without any guidance. 
Once you’ve got over this first 
hurdle, you suddenly find that 
the gameplay is really very 
thin. In fact most of your time 
is spent travelling repeatedly 
(especially in a one-player 
game) over a dreary and drab 
landscape looking for one elu- 
sive door - not very exhilarat- 
ing. The most exciting part of 
the game seems to be the 
choosing of weapons after 
picking up a ’Quant’, and even 
this is far too simplistic to pre- 
sent any kind of long-term 
interest. 


I must confess to 
watching Centur- 
ions, usually 
when I’m suffer- 
ing from the ’no- 
thing else to do on a Saturday 
morning but sit in bed and 
watch Get Fresh’ syndrome. 
Therefore I feel qualified to say 
that this officially licensed 
game bears only a passing 
resemblance to the cartoon 
series, lacking most of its 
action and excitement. The 
first level is pretty straightfor- 
ward, but there’s so much to- 
ing and f ro-ing on the two sub- 
sequent levels that it becomes 
frustrating - especially as the 
sprites move so slowly. A ’save 
game’ option would also have 
been nice as the game takes 
hours to complete - and hav- 
ing to sit down for such a 
length of time is just too much. 
It’s a shame that this is so, 
because with a little more 
thought, Centurions could have 
been quite neat. 


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Jake Rockwell, in the process of destroying cases of Tyron dichromate 


sing the fire button when the 
desired selection is lit adds that 
weapon to the character’s exo- 
frame. Gathering the first system, 
‘A’, provides a random weapon 
plus extra energy to top up 


start of the mission, transforming 
into Ace, Jake or Max by walking 
over the pads marked Land, Sea 
and Air (in two-player mode, the 
second droid appears automati- 
cally when the fire button is pres- 
sed). 

The complex is inhabited by Doc 
Terror’s massed hordes, which are 
destroyed by blasting. Energy is 
lost if a hostile touches a hero, with 
this loss depicted as a diminishing 
number. 

A glowing ‘Quant’ appears 
when enough aliens have been 
despatched, and is picked up to 
allow our heroes to choose a new 
weapon. These weapons are repr- 
esented at the bottom of the 
screen by the letters A to I, high- 
lighted in rapid succession. Pres- 


I love the opening 
sequence, but 
the game itself 
fails to inspire me 
to a similar 
degree. The gameplay simply 
revolves around the negotia- 
tion of huge mazes, blasting 
the enemy as you go. The only 
hurdle is the disappearing 
energy, but this is no longer a 
problem once you get the hang 
of selecting the correct energy 
replenishing module. Thereaf- 
ter, there is nothing to stop you 
from completing the game, 
except for the fact that the 
whole complex is fairly large 
and the mazes are extremely 
devious. You find yourself 
trooping back and forth over 
the same ground time and time 
again, changing character and 
swapping keys. If you’re a 
mapping freak you’ll have a 
field day. If not - look else- 
where. 


Part of the Weapons Centre that the Centurions must protect from the armies of Doc Terror 






- - « •••*■■ "■ 




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reserves. The weapons have dif- 
ferent destructive capabilities, but 
they all only last for a limited 
amount of time. 

Progress is made from level to 
level by finding six segmants of a 
master key and using them to 
unlock the relevant passage. How- 
ever, smaller keys must be found 
to open the doors that separate 
different parts of the labyrinthine 
complex. Each of the locks is repr- 
esented by a shape - square, 
triangular, circular and so on. The 
corresponding keys are to be 
found on a plinth surrounded by 
air, land or sea. Only the Centurion 
with the correct ability can cross 
the elemental ‘moat’, and there- 
fore you have to change from one 
character to another in order to 
retrieve all the keys. 

If at any time a character is hit by 
the face of Doc Terror he is 
beamed back to headquarters and 
once again reverts to SCOUT 
droid form. 


PRESENTATION 79% 

Brilliant opening sequence and 
good documentation, slightly 
marred by the lack of a game 
save option. 

GRAPHICS 62% 

Good use of colour on the back- 
drops, but the animation is poor 
and the sprites have little con- 
nection to their celluloid counter- 
parts. 

SOUND 77% 

A stirring Ben Daglish sound- 
track - unfortunately accom- 
panied by effects which are no 
more than adequate. 

HOOKABILITY 60% 

Zapping Doc Terror’s cronies is 
simplicity itself. 

LASTABIUTY 43% 

The compulsion to wade through 
all three levels soon disappears 
when the enormity of the task 
ahead becomes apparent. 

OVERALL 53% 

An initially entertaining arcade 
adventure which soon becomes 
tiresome. 


ZZAP! 64 October 1 987 




MEGA- 

APOCALYPSE 

Martech, £8.95 cass, £12.95 disk, joystick only 

• Martech’s visually and aurally stunning follow-up to Crazy Comets. 


S pace, the final frontier. 
These are the voyages of a 
complete maniac hell-bent 
on the destruction of large sec- 
tions of the Universe. Your mission 
is simple - to boldly go on a five 
year mission to seek out strange 
new worlds and civilizations . . . 
and blow them to smithereens. 

One or two players can partake 
in this world-shattering action, 
with both piloting a moderately 
equipped delta-winged ship. At 
the start of an attack wave extra 
equipment, including missiles, 
extra speed, rotate motors, 
shields and (thankfully) extra lives 
are picked up and automatically 
added to the ship. Care must be 
taken, however, as small comets 
frequently inhabit this mass of 
useful debris and collision with 
such a heavenly body is fatal. 

Suitably swathed in death-deal- 
ing weaponry, the mission proper 
begins. Moons and planets come 
whizzing out of the swirling star- 
field straight towards the ship. The 
on-board lasers can deal instant 
death to a smaller item, but let a 
moon hang around too long and it 
transforms in size, from moon to 
Mega Callisto and then to Mega 


Collecting extra equipment at the 
start of Mega-Apocalypse 


S imon Nichol has done a 
marvellous job in updating 
Crazy Comets, adding extra 
features and playability where 
it scarcely seemed possible. 
The music and speech are 
especially notable, adding an 
extra dimension to the excite- 
ment already offered by the 
graphics and gameplay - stir- 
ring stuff indeed. This has to 
be one of the most frantically 
paced games I’ve ever played 
- even the addition of a second 
player on screen does little to 
ease the task of planet 
destruction. Mega-Apocalypse 
is one of the few games which 
had me actually practising and 
striving to get better . . . there 
can hardly be a higher recom- 
mendation than that. 


Krypton, which is far more difficult 
to destroy. After many laser hits, 
these large bodies start to glow 
and go into a frenzy, zooming 
around the screen at a horrendous 
rate of knots, all the time homing in 
on your ship. If missiles have been 
collected, they automatically fire 
upon the moon when it reaches 
the height of its activity, blowing it 
up. If not, only some extremely 
fancy flying keeps your ship in one 
piece. 

As you progress through the 
rounds, completing a level is occa- 
sionally rewarded by a visit from a 
Mega Xothopian - a colossal 
planet intent on your demise. 
These are dealt with in a similar 
fashion to Mega Kryptons, but 
take more hits to destroy and are 
even more agitated in their orbits. 

Mega-Apocalypse supports 
one and two player modes, 
whereby both ships appear on 
screen at the same time, with both 


HOB'S DO 


▲ In one player mode, all those goodies are yours for the taking 


26. ZZAP! 64 October 1987 


A ccording to the dictionary, an apocalypse is a prophetic 
revelation. Well the arrival of Simon Nichol’s game has 
been prophesised for some months now, and playing the game 
is certainly an enlightening experience! Mega-Apocalypse is a 
real high-energy shoot ’em up, boasting some of the most rapid 
and chaotic action to be seen on a 64 for some time. Mr Nichol 
has done a marvellous job, and the game’s technical achieve- 
ments are so well implemented that you almost take them for 
granted. The spinning star-field is superb, and a joy to watch in 
the ‘insomniac’s star mode’. The music, speech and sound 
effects also play a large part, especially the latter two, which 
are nothing short of excellent, and really add to the atmosphere. 
If there are any owners of Crazy Comets wondering if it’s worth 
buying Mega-Apocalypse, don’t worry - it’s in a class of its own 
and has more than enough innovations to justify its purchase. 





\* ty After the rather 

A disappointing 

V HH Pirates , I had high 
hopes for this 
release -unfortu- 
nately I was let down again. 
The graphics and trading 
aspects are very simplistic, 
and become repetitious after 
a couple of sessions. That’s 
not the worse thing, though - 
the gameplay is also incredibly 
slow. Having to load the can- 
nons one after the other is 
amazingly laborious, and 
there’s no real ‘action’ other- 
wise. That, coupled with the 
long disk accesses means it 
isn’t long before the game gets 
incredibly tiresome. 


G et ready to freak out, and 
take on some rather crazy 
heavenly bodies! Mega- 
Apocalypse is one of the fas- 
test and most colourful shoot 
’em ups around. Simon Nichol 
has taken the basic idea of 
Crazy Comets and improved 
the gameplay, graphics and 
sound immensely. The new 
aspects of gameplay include 
features which are collected 
and added on to the ship at the 
start of a wave, including the 
ability to rotate, homing mis- 
siles and a speed-up feature. 
There’s also a simultaneous 
two-player mode and a new 
giant mega-comet which 
bangs about the screen at an 
amazing speed. The spinning 
star-field that forms the back- 
drop is absolutely stunning, 
and the animation on the plan- 
ets is great. The sampled 
sound effects and speech are 
incredibly clear, and don’t 
interfere in any way with the 
excellent Rob Hubbard sound- 
track. Mega-Apocalypse is a 
shoot ’em up par excellence - 
watch out for it. 


J w L I Obviously there 
are comparisons 
here to the equi- 
valent Micro- 
prose offering, 
and in fact, the basis of both 
games is very similar, with 
trading and battles being the 
main features of the gameplay. 
Pirates! does have a lot more 
depth, but of course it costs 
twice as much to buy. The 
graphics of Cascade’s release 
are of a fairly basic standard 
and the gameplay is also rep- 
etitive, but actually destroying 
other vessels is quite good fun, 
especially when they cruise 
past on fire! Pirates of the Bar- 
bary Coast isn’t anything spec- 
ial though, and should really 
have been even cheaper to 
justify its ‘budget’ label. 


they must be loaded with powder 
and a cannonball, tamped down 
and brushed out. 

The enemy ship sails slowly past 
your row of 1 5 cannons, which are 
fired individually. Achieving a 
direct hit depends upon the eleva- 
tion of the barrel, which becomes 
a matter of trial and error: a mes- 
sage bar tells you if your shot was 
long or short, allowing you to alter 
the elevation accordingly. Achiev- 
ing a direct hit causes the oppos- 
ing ship to burst into flames, and 
when enough damage is sus- 
tained, the enemy ship flounders. 
At this point you may board the 
vessel and take either the ship’s 
log for information, or its booty to 
swell your coffers. 

Keeping your ship and crew in 
good condition also plays an 
important part in your mission, 
which concludes only when you 
have rescued your daughter, or 
gone to Davey Jones’ locker in the 
attempt. 


DISK ONLY 


ZZAP! 64 October 1987 27 


PIRATES OF THE 
BARBARY COAST 


Cascade, £9.95 disk, joystick or keys 


scores being kept separately for 
addition to the extensive high- 
score table at the end ofthegame. 

If all the intensive joystick 
waggling becomes too much, you 
can always relax in front of the 
‘star mode’ which shows off the 
spinning star-field to the best of its 
capabilities. 


PRESENTATION 71% 

Pleasant introduction, but the 
slow-moving cursor is a bind - 
especially during the battle 
sequence. 

GRAPHICS 52% 

The graphics generate little 
atmosphere, and on occasion 
are quite poorly executed. 

SOUND 23% 

A weak opening tune plus one or 
two decent effects. 

HOOKABILITY 67% 

The distinct lack of action is not 
helped by the off-putting cursor 
control. 

LASTABILITY 48% 

Those who persevere should 
rapidly see a conclusion to the 
mission, and the occasional 
player will find little to stir the 
imagination. 


PRESENTATION 93% 

Good options with one and two 
player modes and a superlative 
high-score table. 

GRAPHICS 92% 

Stunning star-field with lovely 
spinning planets and great 
spaceships. 

SOUND 96% 

Superb Hubbard soundtrack 
and the sampled speech and 
sound effects are an inspired 
addition. 

HOOKABILITY 84% 

The first few missions probably 
won’t last that long, but the urge 
to continue is strong. 

LASTABILITY 89% 

The game throws down a chal- . 
lenge which is to'o strong to 
ignore. 


OVERALL 57% 


OVERALL 90% 


A noble attempt at a budget disk 
game, unfortunately let down by 
the lack of depth and variety. 


One of the better shoot ’em ups 
this year -and one of the most 
polished programs ever. 


bmvm vjio mr. 


\ 








6 powerful home 
and business 
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- Daily Mail Home 
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Voted Business 
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— 1985 AND 1986 

Pop . Computing Weekly 


WORD PROCESSOR 

Compose a letter, set the print- 
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commands or menus, use the 
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personalised circulars - and 
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SPREADSHEET 

Prepare budgets or tables, total 
columns or rows with ease, 
copy formulae absolutely or 
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GRAPHICS 

Enter data directly or load data 
from the spreadsheet, produce 
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DATABASE 

Build up a versatile card index, 
use the flexible print-out 
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functions, link with the word 
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COMMS MODULE 

Using a modem you can access 
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book rail or theatre tickets, 
send electronic mail, telex and 
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Published by Firebird Software. A division of British Telecom pic. 1st Floor, 64-76 New Oxford St., London WC1 A 1 PS 





1 


1 





It’s a funny old life, isn’t it? This very day, several of the local 
school kids who help out with CRASH reviews (they can’t afford 
professionals like ZZAP!) have had their exam results after a 
taxing few weeks wait in dread of the outcome. I remember it 
well. Like them, I also had good ideas of what I’d be when I grew 
up (fortunately that hasn’t happened yet), and it wasn’t a a train 
driver or a fireman either. No, Lloyd Mangram was going to be 
a surgeon, yet here I am - an answerer of letters. You don’t 
become a Knight of the British Empire for answering people’s 
letters, and while that’s a disappointment to me, I’m sure I’m 
much happier as I am, than what I might have been if my ‘A’ 
level Zoology result had been better. The moral - no matter 
what you decide to do, life will teach you better, and that’s no 
bad thing. 

Enough moralising. I’m paid by the letter answered, so here 
goes, starting with Letter of the Month which goes to . . . 


a 


MONEY MONEY 


MONEY 


Dear Lloyd, 

I have decided to get a few things 
off my chest. I read Gary Penn’s 
Editorial (issue 27 July 1 987) and a 
smile came to my face. Could it be 
possible, original games for a mere 
£5.95. No, Elite would go out of 
business! I mean If games were to 
be sold for six quid, no tie-ins or 
licences - just pure originality - it 
would be sheer heaven. Because I 
am a mere 13,1 don’t have the abil- 
ity (cash) to fork out a tenner every 
time I feel like it, so I copy games. 

I know this is wrong, but isn’t sel- 
ling a poor game with a fancy box 
also wrong? Okay, there are many 
good games, but compared to the 
amount of trash on the market, the 
population is small. 

Something seriously wrong is 
going on. For example, you gave 
Killed Until Dead 83% for a £15 
disk-based price-tag, but £1 5 to 
you is totally different to me. You 
have claimed before that you know 
what it is like to buy games, but 
how long ago was that, and how 
old were you, but, most impor- 
tantly what was your income? I get 
£3.00 pocket money a week plus 
extra for various jobs about the 
home. That comes to £6 a week at 
the most. I also have many debts 
to older brothers (I value my limbs, 
you know). I could buy a MAD 
game once a week, but there 
aren’t many around and even less 
good ones, so I don’t bother. Any- 
way, I am getting bored of my 64 


sitting in the corner of my room. 

I am going to take this opportu- 
nity to ask various computer firms 
to stop wasting time on tie-ins let’s 
have originality and enjoyment! I 
want to come back to a game more 
than once. Use the 64’s 
capabilities and do not abuse our 
brains! 

I rest my case here, and I hope 
you agree with me. 

Simon Calvert, Herts 


1§8 


Sr 


& 




Well Simon, as most of us here in 
ZZAP! possess home computers 
other than the C64, we DO realise 
what it means to buy software reg- 
ularly. However, a game should 
not be given a lower percentage 
mark simply because it costs more 
than some people can afford - as 
long as there ’s sufficient gameplay 
to warrant the price tag, then the 
game will be judged on its merits. 
Maybe Software Projects ’ new 
mid-price will be the answer to 
your problems, especially if they 
can continue to release games as 
good as Star Paws. By the way, I 
really think you should tell your 
parents about your brothers 
psychotic debt-collecting 
methods ... do they really break 
your limbs? 

Thanks for your letter, Simon, 
and hang onto your hat while you 
wait for your software prize to 
arrive. 

LM 




Dear Lloyd, 

With the appearance of the new 
dedicated arcade game machines 
like the Sega and Nintendo it looks 
like the end of the Home Com- 
puter, as most people use their 
home computers just for games. 
Things would therefore seem to 
have come full circle since the 
Atari game machines were on the 
market. 

On second thoughts though, 
home computer users will sorely 
miss adventure games, music pro- 
grams and POKES which wouldn’t 
be possible on an arcade machine 
and so perhaps the way forward is 
with the Atari ST and the Amiga, 
two machines which I think will be 
the Spectrum and Commodore of 
the future. These computers have 


. 

• . .. ; ■ • i 






tv 


equally good sound and graphics 
capabilities as the arcade 
machines, but can also be used for 
adventure and music programs 
and be used as word processors. 
Prices are already dropping and 
hopefully they will be as affordable 
as their predecessor. 

Daniel Hickman, Derby 
PS - Are there any plans to do a 
feature on the Amiga and ST? 


It comes down to the old argument 
- what do you want to use your 
machine for. Arcade games 
players are catered for extremely 
well with the consoles, whereas 
the more expensive computers are 
far more flexible. By the way -you 
can ’t POKE an Amiga or ST game! 

LM 




THE CASE FOR 


lit 1 


IS if 


i B 




®8s 






SMS 


HI : 


Dear Lloyd, 

Having read the review of Defender of the Crown, in your last issue, 
a thought sprang to mind. There must be thousands of C2N’ers who 
can’t afford a disk drive, drooling over such games (myself included) 
and wishing they could play a piece of software as good as this - 
instead of going without or putting up with long winding multi-loads. 

Yes, I know you’ve heard it all before, but why not release games 
such as The Pawn, Gunship and Defender of the Crown on car- 
tridge. As we know, these exceptional pieces of software only 
appear every two to three months, and tape users would be willing 
to pay about £20 for a cartridge (I would and I’m unemployed). 

I don’t mean that every £15 cassette should be put onto a car- 
tridge. Software Houses should take note of the review given by a 
magazine such as ZZAP!, and the sales of ‘the disk version’ and 
then decide whether or not to release a cartridge. This way the 
game would be sure to sell, and software houses would be certain 
of making a profit. 

If you think about what I’ve said you’ll see it makes a lot of sense. 
It means that both the software house and the purchaser get a good 
deal which after all is what trade is all about. Anyway, keep up the 
good work at ZZAP! 

Graham Butler, Inverlocky 




A technically-minded friend of mine tells me that there ’s not enough 
room in a cartridge for most of the games you mentioned, unless 
you add complicated extra hardware to select multiple ‘banks ’ of 
memory. A single cartridge will hold 64K of code, but that doesn’t 
leave any room for the current screen display and other vital ele- 
ments which change during play. In practice most cartridges only 
use 16K of code, and even then they cost much more to produce 
than a disk. Defender of the Crown needs about 300K - and a 300K 
cartridge, with switching circuits, would cost about as much as a 
disk drive . . . c’est la vie! 


LM 






30 ZZAP! 64 October 1 987 





ZZAP! BACK? 


Dear Lloyd, 

Are we getting back to the old, 
much preferred type of ZZAP! with 
more consistent Gold Medals and 
Sizzlers? Thankfully, I think we are! 
Mind you it took its time didn’t it. 
Better late than never though. 

What happened to RE in No 28, 
I thought he would be celebrating 
with you the GM. He hasn’t run off 
because of the Zzaptionnaire 
results has he? 

Also is SJ just a temporary 
reviewer or what? I bet he’s taken 
a year off before starting a career. 
Just think of the opportunities with 
a degree in Chemistry, and the 
salaries! I’ve got nothing against 
him, in fact I find his opinions and 
comments agree most of the time 
with mine. But I can’t find the logic 
in working your metatarsals off 
getting a degree and then . . . 
becoming a games reviewer (un- 
less like I said he’s only temporary 
for 6 or 12 months). Could you 
explain in no uncertain terms 
please. 

Martin Windsor, Birmingham 


It’s not really true to say that we’re 
going back to an ' old style ’ ZZAP! 
by the inclusion of more Sizzlers 
and Gold Medals. That’s more of a 
reflection of the current state of the 
software industry which appears 
to be lifting itself out of a recent 
bad patch. ZZAPf’s ratings will 
always depend on the quality of 
the software under review - and 
not on some trend or whim. 

With regards to Richard Eddy, 
he's not run off because of the 
questionnaire results, it’s just that 
he’s needed in CRASH nowadays 
and rarely gets a chance to play 
with a Commodore (poor boy!). 

Finally, Steve’s reasons for 
reviewing computer games are 
many and varied. First and 
foremost, he’s an ardent games 
player and prefers waggling a 
joystick to resin research. Also, 
contrary to popular belief, the 
chemicals industry doesn’t really 
pay very well - and finally, he was 
made redundant from his last job! 

LM 



Is®?#®: 

Dear Lloyd 

I have numbered my questions, so 
that you can give one of your 
excellent replies to each. How- 
ever, before I start off I’d like to 
apologise to ‘ozzie’ for me calling 
him ugly 




mm 


as 


1 


2 . 


3. 


4. 


Why not include advertise- 
ments on your next demo tape. 
They would be interesting, well 
received and you would not 
have to knock the price up 
again. It would pay for itself. 

Is it true that music master Rob 
Hubbard has tired of the Com- 
modore 64 and has moved on 
to other, better paying jobs for 
the two 16-bit computers? I 
hope not, as his work is excel- 
lent and would be dearly 
missed. 

How old are you? I think you 
are in your 30’s. Have I insulted 
you? 

Why are all the letters in yojr 
pages so serious? Don’t you 
print funny entries or don ’t you 
get sent any. To liven things up 
here is a joke - Why did the 
ear fall out of the 
eucalyptus tree? It was dead. 
Funny eh? 

5. I hope you’re never going to 
touch the Cl 6 and +4 again, 
even with a barge pole. I would 
like to see Amiga coverage 
though. 

6. Why don’t you have any mail 
order adverts. People who 
only buy ZZAP! might be mis- 
sing out on cheap prices for all 
the latest games. In your 
reviews why don’t you include 
the cheapest price available 
and where you can buy it from. 
Why not have a regular article 
stating the very cheap and free 
articles eg Zork 1, 11,111 at £1 .99 
each from Log ic Sales, the free 

software clubs you can join 

■ 

HHdM Hi T 

f 

■ 


as 


and the free modems you can 
get. There are plenty of them 
about. 

8. Please tell me where I can get 
Public Domain software from 
and if it is free. 

9. How many people on average 
enter your competitions. What 
are the odds against any one 
person winning a competition 
if he enters all of them, every 
month. 

1 0. 1 think it would be a good idea 
to include a difficulty rating in 
the reviews. Being too hard or 
too easy can spoil a game. 
Experienced players would 
buy the hard ones and begin- 
ners would only buy easy 


ones. 


Finally if ‘Mark’ from London is 

reading, please write, you know 

my address. 

Phill Davies, Mid Glamorgan 

1. Watch this space. 

2. We know that Rob has done 
some work on the Atari ST, but 
as for his future plans, well, 
he’s gone to America where 
the money’s better. Will he 
ever return . . . ? 

No. 

Not if you’re the Koala bear! 
We probably won’t touch the 
Cl 6 again, but the Amiga? 
This issue sees the start of the 
new improved ZZAP! mail 
order service (see page 108). 
The reason that we don’t 
include the cheapest prices is 
simple . . . we don’t know 
them! Therefore we simply 
publish the recommended 
retail price - a far better idea! 

7. We ’ll think about it. 

8. We are not at liberty to say. 

9. About 500 - 497,589 to 1 . 

10. This is not a question. 

I LM 


ara 

3. 

4. 

5. 

6 . 

■ % ' . 

s ■ m 


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ZZAP! 64 October 1 987 31 








% 

The mutant federation and the enclave cities 
are locked in struggle. 

Your father the mutant leader has been captured; 
you must race your evil cousin, who would be / 
King, through the Mazeways against 
the dangers they hold. 

This is one Mean City. 




II8#I1 


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Cassette £9.95 
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Disc £14.95 




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E Hi 

You can obtain your copy of Mean City direct from Quicksilva - Post and packaging FREE ! ! ! 
Write now and send with a cheque or postal order to: 

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Name 

Address 

Town 

or Phone: 01-439 0666 - our Credit Card Hotline 





Dear Lloyd, 

Some points concerning your 

mag . . . 

1 . Why is everyone so cynical 
about the state of software 
today? Every time I get your 
magazine I can guarantee a 
letter will be there moaning 
about tie-ins and conversions. 
These people get on my 
nerves. I know there’s a lot of 
bad games coming out, but so 
what! There’s enough good 
games - Head Over Heels, 
Wizball, Last Ninja and Thing 
Bounces BackXo name but 
four. There’s always been rub- 
bishy software and there 
always will be. I expect bad 
games, especially now as 
many good ideas have been 
used up and it’s difficult to be 
original. What I’m saying is, 
you don’t have to buy the bad 
games do you? And in all truth 
many games that are said to be 
bad are okay anyway - take 
Metrocross. That got a 
bad(ish) review, but I thought it 


was very good. Anyway to my 
second point . . . 

2. The Reviewers. Last Issue Gaz 
Penn forewarned us of the 
return of GL the witty word 
wizard (fat though he is). And 
although ‘Nosha’ is my all- 
time favourite reviewer, I didn’t 
think he’d be taking place of 
GP, the Ed! In short why does 
Gaz ‘Slap Head’ Penn have to 
leave? What’ll happen to his 
Black Hole!?! Can I look after 
it. Do I ask too many questions 
or what!?! Enough of that now 
for a serious question. Will Gaz 
Liddon be testing games 
again? I hope so, I really do. 

3. I want to ask you a serious 
question Lloyd (another ques- 
tion?) and I want a serious ans- 
wer. Why don’t we ever get to 
see your face? Don’t try to get 
out of answering that, LM - we 
want to know! It’s getting a bit 
silly now, LLoyd. Fancy wear- 
ing a bag in CRASH! There 
must be good reason for your 
shyness. Have you got bad 


TOO LATE FOR OFFER? 


Dear Lloyd, 

You have finally managed to force me into writing a letter. I’m not 
writing to tell you what a great magazine you’ve got because if it 
wasn't good it wouldn’t sell. I’m writing to complain - as a life long 
i subscriber (I missed the first two but managed to order the back- 
j numbers before they were sold out), I have enjoyed the great offers 
! which appeared just as my subscription was running out (with three 
games and a US Gold mug to my name). I have been waiting 
patiently for this said offer to appear but it was not forthcoming. But 
a letter arrived for me yesterday (5th June) which told me that as I 
! was a faithful reader I would save two pounds if I subscribed 
immediately. I filled in the cheque and posted the coupon the same 
I day, stayed up to watch Scotland being beaten at Rugby, a little 
Bonanza and a bash at Elite (I found an unusual ship which does not 
. appear on the Flight Grid Scanner and blocks the use of an energy 
bomb. It looks a little like a bird; can you tell me what it is? It blasted 
me and I can’t find it again - it’s not the first mission). Then, just after 
' seven in the morning my edition of ZZAP! arrived with the special 
offer. Needless to say I would rather pay the two pounds and have 
the free game, especially considering what great games are on offer 
- would it be possible for me to pay the extra? (You will probably 
receive this letter at the same time as my cheque). 

David Dickson, Moray 

PS Could it be possible for you to accept photocopies of competi- 
tion pages with a small corner cut from a certain page to stop 
multiple application (Note all Conservative MPs). Sorry if there are 
lots of spelling mistakes, my typing is not very good and I’m too tired 
to check it over. 

I’m sure if you write, or ring, asking for the subscriptions depart- 
ment, they’ll sort out something for you. We’re aware that very 
special offers and ordinary offers tend to overlap, there’s no way 
around that, but we do try to be fair to subscribers when that hap- 
pens. And you can send in photocopies of any competition (unless 
otherwise stated), because the comps minion has a good memory 
for entrants trying it on more than once! 

LM 


spots!? Don’t worry, I have too. 
(isn’t adolescent life a pain!) So 
don’t be shy and come out of 
your shell. 

4. (And this is a quickie) Why 
don’t we see much of 
Rockford and Thingy these 
days? I miss the little blighters. 
Bye for now, Lloyd. 

Anthony Joinson, Staffs 


In answer to your questions 
Anthony ... No, Gary Liddon is 
not coming back as a full-time 
games reviewer - he will however 
continue his technical column, and 
hopefully he’ll drop in from time to 


time to help us out We presume 
that GP will be bringing his black 
hole to The Games Machine with 
him, so there are no vacancies 
there I’m afraid. And finally, at long 
last I’m willing to reveal why I never 
show my face (gasp!) - no, it’s 
nothing extraordinary, just that I’m 
a very superstitious person really. 
I’ve been so successful (check 
with Melissa Ravenflame) by not 
appearing, that now I’m afraid to! 
And perhaps Rockford feels the 
same, but in fact Oliver’s time has 
been a bit circumscribed recently, 
but he assures me Rockford will 
continue. Hah! 


LM 


A CE OF RHYTHM 


Dear Lloyd, 

I recently purchased Firebird’s 
superb, budget sound system, 
Microrhythm. I rushed home to try 
it out, but to my surprise when the 
game had loaded, US Gold’s Ace 
of Aces appeared. I thought this 
was odd so I tried the reverse side. 
Same again . . . even though the 
cassette had Microrhythm written 
on it. Mysterious is it not? 

Brendon Walker, Hull 

What strange happenings. I sup- 


I THINK 


pose that Ace of Aces and Micro- 
rhythm were mastered in the same 
place, and the person responsible 
for labelling the two products 
hadn’t got his mind on the job. 
Mind you - you got a ten pound 
game for only £1 .99, so I wouldn’t 
complain too much. Think of the 
poor chap who shelled out a ten- 
ner for what he thought was Ace of 
Aces and got a Firebird budget 
game instead! 

LM 


THEREFORE I AM 


Dear Lloyd, 

I had a thought (yes, once in a while 

I do). So, I put my little thought 

down onto paper (via the typewri- 
ter), and here it is . . . 

1 . Why don’t you let all at ZZAP! 
Towers change places for just 
one issue, letting ol’ Oli (no 
pun) do a bit of reviewing, 
along with say, Carol Kinsey 
and Cameron Pound. Maybe 

i then we could see 

a) The artistic talents of JR on 
the cover of ZZAP! 64 and 
maybe even 

b) his UB40 

2. Why can’t you stick all of the 
competitions on one sheet or 
leaflet, because I do so miss 
those teensy-weensy little bits 
of my ZZAP! 

3. I know this is a 64 mag, but 
can’t you please put aside a 
page or two to the incredible (I 
use the word wisely) Amiga. 

4. I admit it, I’m a half-wit, but 
what does PBM stand for? 

5. Lloyd, you (and the Rrap) are 


the greatest, so keep up the 
good work. (ZZAP! could 
could be a little more mature, 
we’re not all six years old you 
know!) 

6. I read that you are trying to set 
up a holiday fund. Why not get 
the money off Gary Liddon? 
He did sell his Amiga to Andy 
Braybrook, didn’t he? 

Simon Calvert, Hertfordshire 


1. Very droll 

2. Planning a magazine is a very 
difficult job (ask Mr Brennan!) 

- but as this is a regular 
request we’ll see what we can 

k do 

3. Keep your eyes peeled - it’s 
only a matter of time 

4. Play By Mail (see page 83) 

5. Thank You 

6. Yes. He did sell his Amiga to Mr 

Braybrook, but he then spent 
all the proceeds on his tele- 
phone bill | ^ 

LM \w* 

ZZAP! 64 October 1987 33 




SUBSCRIPTION WORRIES 


Dear Lloyd, 

I have a point to make about sub- 
scriptions which I think will be on 
the minds of other ZZAP! readers. 

I have recently considered sub- 
scribing to ZZAP!, especially as 
there have been many great offers. 
However, I recalled when my 
friend, being an Amstrad owner, 
subscribed to AMTIX. All was well 
for him and he was pleased with 
the deal, however after three 
months, he got a letter informing 
him that AMTIX had finished and 
for the rest of his subscription time 
he would be sent a magazine 
called Computing with the 
Amstrad. All seemed well until he 
received the magazine, which in 
our opinion was scandalous, with 
a maximum of ten pages of 
reviews. I have considered sub- 
scribing, but I would like your 
assurance that the same thing will 
not happen to me. 

Keep up the good work, and 
please introduce more arcade 
information into your great mag. 

M Gaughan, Preston 

It sometimes happens that a 
magazine has to cease publication 
for any number of reasons. In the 


case of AMTIX , the title was 
handed over to Database Publica- 
tions and effectively absorbed into 
their existing Computing with the 
Amstrad as an AMTIX section. 
Obviously, once that had hap- 
pened, Newsfield had no further 
control over what happened to the 
title. Part of the agreed handover 
was that AMTIX subscribers would 
be looked after, either offered a 
refund or the option of having their 
subscription changed to Comput- 
ing with the Amstrad. 

There are no guarantees in life, 
you know, so it’s impossible to 
give assurances, but certainly the 
market pressure that forced 
AMTIX to be closed are not affect- 
ing ZZAP! in any way. Indeed, 
monthly sales of ZZAP! have 
increased by 10,000 over the last 
six months, making it firmly the 
best-selling Commodore 

magazine in Britain by quite a 
league. It must have years of life 
left in it yet, Mr Gaughan! By the 
way, if you turn to page 85, you 
should find enough arcade infor- 
mation to keep you happy for 
some time. 

LM 


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lost^H 

MAGAZINE 


Dear Lloyd, 

Since the sudden and disappoint- 
ing demise of LM, a spare £1.00 
each month has been jingling in my 
pocket, so this month I decided to 
buy CRASH (issue 42). Reading 
through the Forum I came across 
some interesting facts. Why were 
we ZZAP! readers not given such 
an item, on LM, as that in CRASH. 
I’m sure many people are asking 
just where did it go wrong? I 
understand that you are under no 
obligation to tell us anything, but it 
would be nice. Up until the begin- 
ning of June I was under the impre- 
ssion that my newsagent was just 
very slow with deliveries and I felt 
rather stupid receiving a string of 
negative replies from every news- 
agent in Stockport - even more so 
when I discovered that LM had 
passed away. 

Why were we, the public, not 
given the slightest inkling as to the 
reasons behind LM’s sudden non- 
existence. Not even a mention in 
passing was made and in fact the 
issue was avoided like the plague. 
Come on Lloyd, given your 
namesake a decent burial within 
your hallowed pages. 

If this seems pointless, perhaps 
you could answer a few questions 

1. Why should the producer of 
the best selling Commodore 
and Spectrum magazines 
allow its sister mag to drown? 

2. If as you say, LM’s readership 
was roughly three times that 
of ZZAP! why couldn’t it help 
itself? 

3. Why suddenly after a few 
teething problems was LM 
scrapped. If this was because 


of money, why has Newsfield 
already decided to release 
another more expensive com- 
puter magazine? 

4. What were the results of LM’s 
questionnaire? LM was fresh 
and exciting and witty and it 
had potential. At least 80% of 
the lads in my class read their 
own or my copy of LM. 

Bring back LM please. 1 await a 
sensible response to this plea. 

David Leicester, Stockport 

Relating news of LM’s demise was 
a decision for the editor to take, 
and at the time Gary Penn either 
didn ’t want to (or forgot!) - 1 wasn ’t 
privvy to his thoughts on the mat- 
ter. LM’s readership was certainly 
not three times that of ZZAP!’s 
(currently some 230,000), but 
sadly, although the sales were 
doing quite well and picking up 
very encouragingly, the advertis- 
ing revenue was not. LM was not a 
cheap magazine to produce, with 
an editorial team more than twice 
that of ZZAP!, and lots more 
expense in photography costs, 
licence fees and reproduction - 
hardly ' teething ’ troubles, just the 
old one of money. Why you should 
think The Games Machine is ‘more 
expensive ’ I have no idea. I assure 
you it will cost, per issue, about a 
seventh that of LM. 

We all thought LM was a great 
mag (obviously), but it could never 
have survived without advertising 
revenue, which was thought to be 
available but turned out not to be 
- or at least, not fast enough to 
save it. 

LM 


SEQUELS 



Dear Lloyd, 

I am absolutely fed up about the 
way that software houses bring 
out a good game (for example Spy 
Vs Spy), and then bring out sequel 
upon sequel upon sequel after it. 
It’s ruining the software industry 
because each sequel is worse 
than the one before. Can ’t the soft- 
ware houses think of any new, 
original software to bring out? Yet 
they still expect us to pay the same 
price for the sequel as for the first 


! in the series. It’s all the same in 
each of the sequel cases that the 
sequels are just so boring and rep- 
etitive in the aim of the game. So 
come on software houses. Pull 
your socks up! 

Damon Smith, Watford 


The thing is, the blame lies with 
you. As long as you keep buying 
sequels, software companies will 
keep on releasing them. 

LM 


It’s time this failed surgeon took to the hills (so much cooler in 
this weather than the hot, steamy centre of tropical Ludlow) 
and watered his limp plants, plastered his dry throat and 
relaxed for a month (well, a day anyway). If there’s any point 
about Commodore software, hardware, firmware, jollyware, 
badware or anywhere that you simply have to get off your chest 
before you burst, then I’m your man. Write to LLOYD MAN- 
GRAM, ZZAP! RRAP, PO BOX 10, LUDLOW, SHROPSHIRE SY8 
1 DB - and do it quick. 


»V£ . . . 



«$ce. 


34 ZZAP! 64 October 1987 





^wwivtvi 






eight planets of the Hyturian System 
tudinous, swarming, hordes of odious S 
tope, STARFOX. The most advanced figfii 
rtunately, so tong is it since war raged w 
M figher pilots are either senile, bedri 
ed is someone young, brave, and with a 
ione like YOU!!! 


machine 


1? ft 

. . i , 

fill 

_ IMIliXn" 


■k 
















*•£*•** £*£*•* £*•£*£*££*£•££♦£•£•’ I 
:-ss : : :> : : v 




..... -isEtssiiS &‘SSSS-'~ Sdi 


ce/y ia^s from OCEAN the 

that one of ^~gde i hirt»es’,.‘h£one is sp where the <na Plug/m?' them 

sanSSSsa^~^^ 


OMP 








. 










■ 






/. Name 15 OCEAN games 
that have been released 
for the 64 (games under 
the IMAGINE logo don 't 


5, The main character in 
Renegade is a vigilante \ 
but can you name the 
infamous vigilante who 
became a folk hero in 
New York in 1984? 


2. Who writes most of the 
music heard on OCEAN 
and IMAGINED games? 


Simple? Good. Now, complete 
the following sentence in 15 
words or less: ‘If I don’t win the 
OCEAN Renegade arcade 
machine I’m going to .. . 

Entries should be sent to, the I 
WANT TO BE A RENEGADE 
COMPETITION, ZZAPl 
TOWERS, PO BOX 10, LUDLOW 
SHROPSHIRE, S Y8 1DB, to arrive 
no later than October the 8th. 
Make sure that you enclose your 
full name arid address, and a day- 
time telephone number (if possi- 
ble). • 


3. How many OCEAN 
- games have received 
the ultimate accolade of 
a ZZAPl Gold Medal? 


4. Of all the OCEAN 
character licenses, 
which game featured 
famous burger bar? 








Once again the time has Borne to face the challenge! 









The Commodore 64 micro has certainly played host to a fair share of shoot ’em ups 
during its five year history. So, as a long-overdue tribute to the humble blaster, 
Julian Rignall took a trip down to the archives to bring you his personal view of the 
greatest shoot ’em ups that have appeared during the Commodore’s brief, blit 
bright history. 


n hat genre we know and love so well, the shoot ’em up, had its 
humble beginnings in the mid ’70s, when a black and white 

video game appeared which required the player to shoot a 

square as it moved across the screen. A year or so later, technology 
advanced and a new company called Atari released two one-on-one 
games, Tank and Air Combat , which are archaic by today’s 
standards, but still oddly enjoyable. 

After a series of pretty ghastly 
space shoot ’em ups (Exidy’s Star 
Wars influenced Star Fire being 
the most notable), the most 
famous shoot ’em up of them all 
was released - Bally/Midway’s 
Space invaders. This was the turn- 
ing point of the video game, as mil- iZA 

lions were drawn to the arcades to |f| 
see and battle the Invaders. The 
machine became a household 
name virtually overnight, and from 
there on the shoot ’em up was to .Jjjtl 
become one of the most popular l|jj| 
video game formats. There was no 
looking back. 

Can anyone cast their mind 
back five years and remember 
whose game can claim the ■ fllgg 

accolade of being the first 
Commodore shoot ’em up? The 
exact one is shrouded in the mists jl 

of time - but it’s bound to have 
been an inferior arcade clone. 

During the early days, when the 64 
had only just appeared on the |pt 

market, shoot ’em up fans were 

gleefully purchasing inferior Space / 

invader , Centipede and Scramble /v/ 

clones in huge quantities. Blurbs A / 

boasting ‘100% machine code /*\ / \ 

fast action - hi-res flicker-free / 

sprite action ’were commonplace, y— nrnne 

but usually the game itself was 

pretty poor. However, that was the 000000800 

standard, and those lucky enough 


to be able to afford a Commodore 
would quite happily sit for 1 5 
minutes while their new Scramble 
clone loaded. 

My earliest encounter with a 
Commodore blaster was in early 
’83 when I went to see a friend’s 


friend’s newly bought 64. Oddly 
ertough, that person happened to 
be John Twiddy, who went on to 
program The Last Ninja. His only 
game was Jeff Minter’s Attack of 
the Mutant Camels, a strange 
horizontally scrolling Defender 
game with original aspects. The 
tricky control method and great 
sound made quite an impression, 
but Broderbund’s slightly older 
Choplifter, which I first saw at 
roughly the same time, really made 
me gasp. The objective was to fly 
behind enemy lines and rescue 
captives, all the while avoiding 
enemy tanks, planes and 

► Rabbit’s archaic Annihilator 
claimed to be a Defender game 
- it doesn’t look like or play like 
one though 


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helicopters. Choplifter became an 
arcade game early last year, and is 
also available on the Sega Master 
System - although the difference 
between the old and new versions 
is quite considerable! 

Another pair of classics which 
evoke memories and a load of 
laughs are Rabbit’s Paratroopers 
and Annihilator. The former was an 
extremely nasty game which gave 
the player control of a machine 
gun which was used to shoot the 
parachutes off soldiers as they 
baled out of passing aeroplanes. If 
enough troopers managed to land, 
they built a big tank and blew up 


your gun. The graphics and sound 
were laughably bad, but the 
gameplay was superb - classic 
sicko stuff. 

‘ Patrol the rocky terrain of a 
distant planetoid, defending 
humanoids from the clutches of 
hovering Landers, Baters, 
Bombers, Pods and Swarmers’ 
was the game described on 
Annihilator’s inlay. It sounded just 
like Defender, but the only thing 
that the two games have in 
common is a scrolling floor. 
Annihilator* s graphics and sound 
were terrible, and the gameplay 
was incredibly simplistic! 

US Gold’s Beach Head created 
quite a sensation when it 
appeared. The four level arcade 
war game boasted some 
impressive graphics and sound, 
and I remember a small crowd 
gathered in Aberystwyth’s 
computer shop staring at a 
monitor with their mouths hanging 
open. The computer press loved 
it, and it went on to sell in vast 
quantities - albeit undeservedly 
so. The gameplay was a little too 
simplistic - something that you 
didn’t discover until you got it 
home and started playing! 

T wo fast working programmers, 
Tony Crowther and Steve Evans 
produced a series of great shoot 
’em ups for Sheffield-based 
Alligata between iate 1983 and 
early 1984. Tony Crowther’s Loco 
created quite a sensation with its 
great music and gameplay, and 
Killerwatt, an original scroller in 
which an attack of whales, light 
bulbs and ducks was endured 
became a cult hit. The less prolific 
Evans produced a Phoenix clone 
called Eagle Empire which 
mirrored the arcade game 
perfectly, and an excellent 
shooting adventure called Rocket 
Roger in which the player explored 
a denizen-filled cave system in 


► Back in ’82 Broderbund’s Choplrfterwas wowing computer fanatics. Originally available on ROM cartridge, it cost 

an incredible £35! 


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Next month, Julian takes a few more rose-tinted 
peeks at the shoot ’em up catalogue, taking up the 
story from where ZZAP! began (I really think that 
we’re all too young for this nostalgia - The Ed.). 


cartridge at the ridiculous price of 
£25! That was a real shame, as 
only a handful of people ever got 
to play it. Also available at the 
same time (and price) was the 
official conversion of Star Wars, 
which wasn’t too bad. Luckily, ' 
Domark will soon be releasing their 
own conversion of the game, and 
hopefully it’ll retain all the 
playability of the coin-op original. 

Jeff Minter was a veritable hive 
of industry during 1 984, producing 
a series of very impressive shoot 
’em ups through the year. 
Revenge of the Mutant Camels 
followed on from AMC, and 
introduced some of the whackiest 
sprites and zaniest gameplay ever 
seen on a home micro! This time 
around the player took the role of 
the camel, and tackled a wide 
variety of alien forms, including 
‘Rubber Keys’ (Spectrumstoyou), 

I RATA (spell that backwards), 
Rizzlas, Telephone Boxes and Pac 
Men -amongst other things! Next 
came Sheep in Space, a slightly 
more ‘serious’ game (if that’s the 
correct term). In this classic the 
player took control of a flying 
sheep, capable of spitting deadly 
bonios of doom at any attackers. 
The objective was to fly down a 
horizontally scrolling passageway 
and guard huge Ecosystems from 
attack by alien craft. The action 
was reminiscent of Defender, but 
there were plenty of original 
aspects to the gameplay. The best 
game to come out of the Llamasoft 
stable during ’84 was definitely 
Ancipital, a totally original shoot 
’em up adventure in which a 
strange beastie, half man/half 
goat, was guided through 100 
screens of well-weird psychedelic 
action. A ‘Phil Collins Emulator’, 
outlandish sprites, strange gravity 


► Virgin’s horizontally scrolling Falcon Patrol proved popular - and 
deservedly so 

which a severely hassled bird built 
a nest. After that came the sequel 
to Loco, the graphically and 
sonically impressive Suicide 
Express. 

Still unsettled, Crowther left 
Gremlin and joined Quicksilva, 
where he produced the superb, 
but sadly bugged Gryphon. 


mastering, and Quicksilva never 
bothered to remaster. This was a 
shame really, as Gryphon was 
definitely the best Crowther 
program of them all. He followed- 
up with Black Thunder, an 
unashamed copy of Suicide 
Express with nothing more than 
different graphics and sound to 
distinguish between the two. 

One of the best games of 1 984 
was Novagen’s Encounter, an 
extremely fast, first-person 3D 
Battlezone type game with a 
variety of hostile craft to destroy. 
The gameplay was absolutely 
superb, and I can remember 
jumping up and down in my seat 
when I first played it! Encounter 
was highly acclaimed by both 
Personal Computer Games and 
C&VG, but was sadly missed by 
many- maybe because it was one 
of those games that didn’t look 
impressive while static. 

Steve Lee’s Virgin releases, 
Falcon Patrol I & II, were two 
horizontally scrolling games of 
some note. Both were set in the 
Middle East and gave the player 
control of a fleet of Harrier Jump 
Jets, used to shoot down enemy 
planes and helicopters. At the 
time, the scrolling on both was 
considered smooth, although 
when I played the second one a 
couple of months ago, it was far 
from that! They’re both still fun, 
though. 

A particularly annoying situation 
occurred when Parker Brother’s 
released the official conversion of 
Gyruss. It was a very, very faithful 
conversion, incorporating some 
great music and just the right feel 
- but was only available on ROM 


and superlative gameplay pushed 
this head and shoulders above the 
opposition. 

Ancipital may have been one of 
the best shoot ’em ups of ’84, but 
by far the most controversial was 
Access ’ Raid Over Moscow, 
which was released in Britain 
under the auspices of US Gold. 
The object of this five-part game 
was to set Russian defences back 
20 years by penetrating the Iron 
Curtain and destroying the robot 
which controlled the reactor room 
beneath the Kremlin - the main 
power source of the entire Soviet 
defence. The mission involved 
flying a space shuttle inside enemy 
lines, battling through land 
defences, shooting the guards 
outside the Kremlin and finally 
entering the reactor room to 
destroy the robot. The game’s 
right-wing bias caused an outrage, 
and some members of the 
computer public over-reacted 
beyond belief. CND supporters 
gathered outside the US Gold 
headquarters and protested that 
the game’s militarist tendencies 
made war acceptable to 
youngsters. All of this was really 


quite ludicrous - apart from the 
fact that the plot was completely 
unbelievable, it was after all only a 
game. 









. . . . 


siigi 




Preview The Future! 


ctca LiH FIGHTER 

s\ iitiiin ravei ii »n 


PROJECT 












WmMi 














Stealth Fighter. . . the hottest topic of conversation in aviation 
circles today. Space Age technology and engineering make 
these aircraft virtually undetectable by enemy radar. 
Stealth Fighters are believed to be in operation, flying the 
most sensitive missions, flown by a superior class of pilot. You 
can experience that thrill of flying a revolutionary aircraft, 
previewing the edge of the future. 


PROJECT: STEALTH FIGHTER. Another brillant simulation 
from MicroProse. Available for the Commodore 64/12 8K. 
Cassette £14.95. Disk £19.95. 


PROSE 


Please send 


Name (block capitals) 


copy/ies of Project: Stealth Fighter CBM 64/128 □ Cassette £14.95 □ Disk £19.95 □ Further details. 


Address. 


Post Code. 


I enclose £. 


or debit my Access/Visa card. Expiry date 


including 55p P+P. Cheques payable to MicroProse Software Ltd. 

No. 


MicroProse Ltd., 2 Market Place, Tetbury, Gloucestershire GL8 8DA. UK. Tel: (0666) 54326. Tlx: 43422 MPS/UKG. 




- 






Follow me unto Phalsberg, fellow Wizardlings, as we check out the latest French 
numerette from Infogrames/Ere Informatique. And sing along with our 
nostalgic look at another role playing game - The Bard's Tale. Goggle at the C64 
graphics for Knight Ore , wonder at the long list of tips, and ... get reading! 


Phalsberg provides not only a good 
selection of skill ratings, but also a 
means of concentrating on certain 
categories. JThe program adds 
bonus points to the marks gained 
by throwing the dice according to 
the order of selection, with higher 
marks being awarded to the 
categories you throw for first. 
What this means is that, for exam- 
ple, you may wish to achieve as 
high a 'Strength' rating as possible 
for your character and, by choos- 
ing to throw for this category first, 
you stand a better chance. 

Once you've 4 assigned skill 
ratings to your character, you give 
it a Name, a Race (Human, Dwarf, 
or Elf) and, if the character is 
Human, a Profession. There are 
four professions (or 'Casts' as the 
program calls them) - Thief, 
Warrior, Magician, and Cleric. 
Each Cast requires a particular 
balance of skills, so for example a 
character can only become a Thief 
if its dexterity rating exceeds 11 
points. At this point the 
significance of being able to throw 
for extra points for a certain skill 
becomes obvious. 


Infogrames/Ere Informatique, £14.95, disk only 


Energy and Charisma are 
determined by the product or sum 
of the two previous skills. Each 
skill plays a certain role in the 
game - for example. Charisma 
influences the outcome of 
encounters with other characters, 
while Intelligence dictates how 
many languages you can speak, 
and therefore how many 
characters you can talk to. 

Experience points play a special 
role - you can use them to 'top up' 
any other skill rating which you 
may consider to be dangerously 
low. You accumulate more 
experience points during the game 
as you win battles and overcome 
obstacles. 

Once you've created your 
character, you SAVE it onto a pre- 
formatted disc. Make sure you've 
got one before you start, as the 
program won't let you play 
without one. This disc keeps track 
of your character, enabling you to 
SAVE it tor another day - very 
important in RPG's where you 
may spend a lot of time and effort 
building up a character, 
particularly its 'Experience 
Points'. 


of tally-hoing across tne 
countryside in search of treasure, 
monsters, and all manner of 
mayhem. 

In most RPGs, skills are set at the 
beginning of the game by a throw 
of the dice, and Phalsberg is no 
exception - a list of skills (see 
below) is flashed on the screen and 
you then have a chance to 'throw' 
for high scores in each skill 
category. 

MANY SKILLS MAKE 
LIGHT WORK 

Because a character's skills are 
incredibly important during a 
game like this, it's good to see that 


trying their best 
P§»\ to come up with 

IbNU a winner, and 

m Jj I the Wiz keeps 

)) ^ v ■ 4 C being rude about 
’( ^ Is their efforts. This 

Wl^pyx M 5 is all very 
T embarrassing, so 

imagine my delight when Infog 
supremo David Crossweller rang 
to say that 'At last' they had a game 
that was 'Right up my street 
Phalsberg is a role-playing game 
in which you create a character 
whose future is determined both 
by your own decisions during the 
game and also by the character's 
skills. The gameplay involves a lot 


MAX POINTS 

Constitution 15 
Life Points 1 5 
Energy (l) + (2) 
Strength 10 
Protection 10 
Reflex/Dexterity 10 
Intelligence 10 
Beauty 5 

Charisma (7) + {S) 
Money 1000 
Experience 10 


IN PLAY • • « 

The game loads with a pleasantly 
programmed rendition of Pictures 
at An Exhibition. Once you've 
created your character, however, 
the . . . er . . . well, let's faeJBI 
the problems start. 

Problem • number one & jjlfre 
appearance of the display. Once 

ZZAP! 64 October 1 987 , 4 




:<*SSS>S*W 







iandragore, and a 
host of other quasi-RPG's, we have 
a clumsily designed alternative 
character set trying to present a 
series of graphic symbols that 
convey location information. 
Well it can be argued that we've 
come to expect this sort of display 

- after all, we've seen it in some of 
the Ultima games, so it should be 
good enough for Infogrames and 
good enough for us. 

Trouble is, when you combine 
that text-based graphics screen 
with an atrociously formatted text 
window underneath, the display 
begins to look very untidy. The 
Wiz doesn't like messy screens, not 
if he's going to have to look at 
them for a long time. Today's 
software should be able to do 
better than this. 

PLUS DE 

DDADT TJM17TTI7C 
Ji JElkVr JO Mm* JwXti. JQ Jl JL JZlwP • • • 

But even at this point, I hear you 
cry, the game should not be 
beyond redemption. Pretty it may 
not be, but how doth it play? At 
this point, we encounter 
problemette numero deux. This is 
la problemette de la traduction, or 

- ahem - a slight probby about the 
old translation, okay yah? 

The translation problems occur 
in two ways, and both affect the 
gameplay. First, the manual is 
unclear in points and mentions 
commands (such as Hunt) that do 
not appear in the program. Since 
you meet many 'Huntable' crea- 
tures, this omission was baffling 


and frustrating. Also, there are 
commands that differ in the man- 
ual to the way they appear in the 
program - the manual says 'Heal', 
the program expects Treat'. You 
have to exercise the old grey mat- 
ter to work these things put. Sec- 
ondly, the Meen display itself is 
not always, very dear. If you look 
at; th| sdreSlh»itou can see that 
there are a small batch of 
abbreviated commands (see below 
for further details) starting, top 
right, with Star. This is short for 
'Start', which the manual says 
means 'Leave' — you and I^would 
normally say 'Move'. Not very 
clear. 

The display also boasts some 
very awkward messages, such as 
'You Are Carrying: Any' (any 
what??), and often refers to 
objects that simply cannot be 
found or examined. 'A Goblin 
appears before you, he is carrying 
a purse' declares the program 
excitedly. Sweating with 
exhilaration, you waggle your 
joystick and select 'Atta' (for 
Attack) and then 'Gobi' (for 
Goblin). You succeed brilliantly, 
the Goblin is dead, the Goblin has 
disappeared, and . . . ooops ... so 
has the purse. How frustrating! 

MORE -SERIOUS 
PROBLEMETTES 

These, however, are still little 
niggles, aren't they? I mean, the 
game may be a bit on the annoying 
side, but there's a lot to it and we 
should be able to put up with its 


funny little habits, unfortunately, 
there are worse problems . 

The game is played using a 
system of menus controlled by the 
joystick. Each turn you select one 
of six menu headings. These are 
Star, Draw, Orde, Text, Ques, 
Powe, Auto, and Save. Star, as 
we've already mentioned, puts 
you on the road from one place to 
the next. Draw gives you a piccy; 
Text clears the screen and shows 
you the last screenful of text 
messages that would otherwise 
have been scrolled into oblivion 
outside the small response 
window; Ques enables you to 
question other characters; Powe 
tells you your status; Auto gives 
you piccies without having to ask 
for them with Draw; Save saves. 
Orde is the one to watch, however. 
It means 'Enter a command' and if 
you select it you receive a further 
sub-menu with a list of verbs. This 
list, as I've mentioned, differs 
slightly from the manual which 
can be confusing in itself. 
However, the problems really 
begin when you select a verb that 
requires an object, such as 
Examine. You then get a further 
sub-sub-menu with a list sub-sub- 
sub-menus. Thus you might enter 
Exam, then select Place from the 
list, and from the final menu select 
Sanctuary, since you have 
discovered a sanctuary nearby and 
would like to Examine it. 

At this point, the proggy gets 
very wobbly. For the most part, the 
responses to your actions are short 
and uninteresting. In search of 
excitement, therefore, I selected 


TUC RADA'C TAT F 

A A iJu A) lv VJ 3 A Jt\. I i r, 


iis is a classic 
jlRPG from Elec- 
h tronic Arts, the 
" ,US company 

< who have 

i recently set up in 

< the UK and 

< whose products 
^should now be 

more readily available. To celebr- 
ate their arrival, and also to pro- 
vide a pointed comparison with 
Phalsherg, the Wiz records some 
brief notes about The Bard's 
Tale 

Unlike a lot of computer RPG's, 
this game takes place in a large, 
mappable town. There are no 
forests or mountains to wade 
through - just endless winding 
streets full of forbidding doorways 
and dark alleys. The city of Skara 
Brae holds monsters of all sorts at 
every comer, but you must defeat 
them all if you are going to 
dethrone the evil Mangar and 
Irestord peace to the city. 

' ^presentation of this- prog- J 
: . A small graphics 

ies an attractive 
into the street before 
on the right the text 
asts smooth-scrolling, 
ous messages giving you 
ctions on. what to do 




You can have up to six members 
in your party drawn from seven 
different races. These are: Human; 
Elf; Dwarf; Hobbit; Half- Elf; Half- 
Orc; and Gnome. In addition there 
are ten available professions, or 
'character classes' ranging from 
Rogue through Bard to Wizard, 
with each #a racier having 1 1 


attributes. And if that's not 
enough for you, there are also ten 
categories of objects (including 
musical instruments) and hordes 
of monsters, ranging from Kobolds 
to Blue Dragons. 

The best thing about The Bard's 
Tale, apart from the atmosphere 
(chilly at night, especially) and the 


1 1 i 


Barb’s 


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121 


Enter whilst in a village, and then 
- on a whim - selected Objects 
instead of Places. I then selected 
Berries. The program bravely 
attempted to enter the Berries, 
triumphantly displayed SYNTAX 
ERROR LINE 1234987 (or words 
to that effect), and then, realising 
that I had tricked it, went into a 
sulk that only a reset could cure. 

Ah well. Us adventurers are 
positively crying out for a good 
role playing game. The fact is, 
whatever the pundits may say, 
that RPG's are not hard to 
program. That's why so many 
apparently mediocre 

programmers get involved in them 
and so many excellent 
programmers seek greater 
challenges. Now if someone like 
Mike Singleton were to tackle the 
RPG problem. I'm sure we'd see 
something exciting. 

Phalsberg is superficially 
complex, offers a large number of 
well thought out features, and 
completely fails to implement 
them satisfactorily. Infogrames say 
that many of the problems I've 
discussed will be checked out, and 
it's therefore possible that a new 
version may be released. If it is, 
then I'll let you know - in the 
meantime, it may be 'up my 
street', but I'm afraid I won't be 
opening the door! 


ATMOSPHERE 

INTERACTION 

CHALLENGE 

OVERALL 


30 % 

38 % 

58 % 

47 % 


large range of spells and other fea- 
tures, is the way in which the pro- 
gram makes it easy to plan strat- 
egy. In each encounter with the 
enemy you have to work out how 
to get your party to work together 
in the most effective way, consid- 
ering such factors as their position 
(foremost is first to be attacked), 
their fighting tactics (Spells? 
Swords? Even hiding away!), and 
the way in which they support 
each other. 

Although the action is non-stop, 
the program never rushes your 
decision making, giving you time 
to think and marshall your forces. 
This increases the challenge of the 
game and the satisfaction of win- 
ning a fight, since you feel (quite 
rightly) that the outcome was a 
direct result of your tactics rather 
than a simple fall of the dice. 

Interesting features include the 
ability to coerce monsters to join 
your party and fight for you (by 
magic, of course), and the use of 
the Bard's musical prowess to stir 
your fighters into action and add 
strength to their sword-arms. Of 
course you also get to hear the 
music, which, although not very 
impfessive by today's standards, 
still adds to the adrenaline rush as 
you march into battle. * 

Bad points include the appal- 
lingly slow disk accesses (espe- 
cially when you're preparing a 
SAVE disc - a task which seems to 
take half a morning), and a shor- 
tage of general commands apart 




attractively packaged. 

As a rule, RPG's have always 
been the poor relations on the 
computer games scene, but The 
Bard's Tale - although it's nearly 
three years old - manages to put 
up an excellent fight. 


from fighting and casting spells - 
though there are some transac- 
tions to be carried out in various 
emporiums throughout the town. 
What there is, however, is 
extremely well presented and 
programmed, very playable, and 




WIZARD'S MAILBAG 


Hitchhiker's still stands up pretty well 
against the opposition . If you ' "re- 
thinking of spending that sort of money 
on it you won't go far wrong. On the 
other hand, if you’ve read the hook, 
seen the film, and heard the tapeyfi®. 
you really want to play the game? 
Mightn 't you get more satisfaction out 
of something new ? Like Guild of 
thieves? Perhaps not. . . . 


First, a sad letter from Pat 
Winstanley of Adventure 
Contact and, following that, some 
good news. As most readers will 
know. Adventure Contact is a 
small magazine dealing with 
problems involved in creating and 
marketing games written using 
the Quill, GAC, Genesis and pure 
ingenuity. Time and finance have 
meant that Pat has had to drop the 
magazine, but at the time of going 
to press I understand that it has 
been taken over and will continue 
publishing. More news when I get 
it. 


MmiiM 


COME ON 
INFOCOM . . . ! 

'Every month', writes 
Cobb, T look in those few famous 
pages in ZZAP! (the Adventure 
Section), and find yet another 
Infocom classic, with yet another 
improved parser, and yet another 
massive price tag (always between 
£25 and £40). Come on, Infocom,' 
I know you need the money, but 
don't we all? I think you'll sell 
loads more if you bring all your 
titles down to a half-reasonable 
price like £19.99, like Magnetic 
Scrolls . . . ' 


THUMBS 
DOWN . . 


Samee Khan writes in to 
complain that the tip for Zzzz . . . 
(Thumb a lift at the road) printed 
in a previous issue doesn't work. 
The Wiz isn't sure about this, but I 
think you'll find that THUMB A 
LIFT works,, okay at the road, 
provided ydfi enter it when the 
Sandman is passing. Daniel Bond 
of Greater Manchester seems to 
agree . . . 


ADVENTURE 

PREVIEW! 


Perhaps it 's worth noting that Infocom 
have of course been taken over by 
Activision, and Activision have 
recently moved into profit by re- 
targetting their product at the lower 
end of the market. There's no doubt 
that you will always have to pay for 
quality, but I wouldn 't rule out a price 
reduction on Infocom titles, or some 
form of special deal, in the future. 
More a case of ' come on Activision' 
than come on Infocom. 


. . . AND 
THUMBS UP 


The Wiz is proud to present a sneak preview of Knight Ore's C64 
graphics. Although these are not quite finished , it looks as 
though the quality will be rather better than 
Level 9's past efforts. 


'In one of the earliest issues of 
ZZAP! you did a review of 
Hitchhiker's Guide', writes Mark 
Short, 'After reading the book, 
seeing the television series, and 
hearing the tape, I wonder if it still 
stands up well against software 
like The Pawn and other Infocom 
classics like Bureaucracy. If you 
could tell me what it's like and the 
sort of review you would give it 
now, I would be grateful . . . ' 


MANUAL 

HANKY- 

PANKY? 

'I have recently received the 
incredible Graphic Adventure 
Creator, Well, at least I think it's 
incredible - you see I have 
somehow -M misplaced 
instruction manual. Please, if 
anyone could photocopy or send 
me an instruction book I would he 
very very grateful.' Thus writes 
Scott Robson of Australia, Scott, 
I hope you will forgive the Wiz for 
suggesting that the best pk#&'tj| 
write for a new manual i % 
Incentive Software, And I wodgj 
also suggest that you enclose an 
International Reply Coupon. After 
all, if someone is going to go to the 
trouble of sending you a manual 
you might at least pay for the 
postage! You should be aware 


This is always an interesting question 
- if a game were to be released 
nowadays, how would we rate it? At 
this point the Wiz has to admit to 
sacrilege - I didn't actually enjoy 
Hitchhiker's all that much. Don't get 
I think it's an excellent 


me wrong 
game, very well designed, and worthy 
of the success it has achieved. If that 
doesn 't make sense, remember that my 
own feelings about a game are exactly 
that -my own. I hope that after several 
years of reviewing games, however, 
that 1 can tell when I'm being eccentric 
and when I'm following the popular 
taste, and in the case of Hitchhiker's I 
reckon I'm being a little eccentric. 
Doubtless Mike Woodroffe of 
Adventuresoft will contend that that 
I’m always eccentric, but there you 
go . . . 

Back to the point, however. I think 




* 









. 




;lpi 


'Dear Wiz . . . Heeilp!' -stop right 
there! The Wiz regretfully has to 
repeat his sad but necessary 
warning ... I cannot -reply in 
person to cries for* help. That's 
what the Clever Contacts are there 
for t use them; well! The Wiz 
would gladly enter into 
correspondence, but if you saw the 
number of letters that arrive each 
month, you'd realise why it is an 
impractical proposition. Sorry, 
fellow Wizzes, but please save 
your stamps and direct your pleas 
to those better able to answer them 
promptly. 


LAW 

BREAKERS! 


'Me and a few of my adventuring 
mates have written an adventure 
using GAC. Please could you tell 
me if we would be breaking any 
laws by selling it ourselves by 
post.' 


Aha, a good point , Lee Ricketts of 
Middlesborough. All Wizzes should 
realise that there are strict rules of 
conduct, and not a few legal issues, 
involved in selling by mail-order. 
Luckily, help is at hand in the form of 
your local Citizens Advice Bureau. 
CAM’s are usually able to offer free 
(but limited) legal advice via their 
resident solicitor. Ring them up, 
explain the situation, and ask for an 
appointment. 

Lee also asks 'If we send the 
program to a major software 
company, who would name the retail 
price. ' Well, Lee, the software house 
would fix the price, and you and I 
would name it - we would call it 
' outrageous 7 


WIZARD 
TIPS! .-V# 


The Wiz has got a real bumper crop 
this month. Firstly I'll respond to 
repeated requests for Infocom tips 
by shedding some light on 
Hollywood Hijinx and others, give 
you some start-up clues on Guild 
of Thieves, plus other assorted 
nuggets worth more to an anxious 
adventurer than a caveful of 
Cavezats. All this brought to you 
courtesy of The Wiz, John 
Hogarth, Russell Wallace, Nick 
Carter, Darren Hebelen, and 
Frekrik Lindelof. 


HOLLYWOOD HIJINX 


Remove lenscap from projector, 
turn it on, focus it, then put file in 
and look at screen. This will then 
you the name of a tune to play 
•;^|||i|®pih thejparloiir^Cmthe 
fjeach, light candle (wax statuette) 
with the fire on the beach - the 
candle melts some wax, insert 
wax - the wax head is 
'ered with thin coating of 
ich will keep it dry whilst 
ig. To get the sack, hold 
:, open window, then open 
te model in the game room 
fact a game in which the object 

ZZAP! 64 October 1 987 


is to move the atomic chihuahua 
East towards the monument and 
Iget the ring, defeating any 
obstructions he will find in his 
' way. The coloured buttons control 
,hi$ movements ~ start with the 
Green. 11 x ^ 




GUILD OF THIEVES 

Pull the rope then jump onto the 
jetty at the beginning. Don't touch 
the Statue until you've been into 
the hill and down the rope ladder. 
Drop the Statue as soon as you fall 
into the well, then go Down and 
North. To get down the slippery 
shaft, first dig in the sand, then 
wear the Wetsuit Boots. Don't 
forget to look under things. The 
bars aren't as strong as they seem. 


PLANETFALL 

Search Floyd. 

To repair the Computer, 
remember 'Fantastic Voyage'. 
Notice that the microbe seems to 
be attracted to the heat of the laser. 
Insert card Through slot - Holding 
a conference? Dial 748 for help. 
Ladders extend if dropped - to 
eight metres. 


SORCEROR 

There are two important things in 
the fairground. To solve the maze, 
remember what you did with the 
garlic in Zork 1 . The flash of orange 
light in the coal mine merits 
investigation. The rope and timber 
are useful, but you can't take them 
out of the mine. There are two uses 
for the Meef spell. 


KOBYASHI NARU - the 
complete solution! 


Select Wisdom, activate Solance, 
pull Solance, North, analyse 
Tunnel, ascend Cliff, push 
Boulders* dive Pool, swim Water, 
use Solance, swim Klam, get Pearl, 
swim Water, ascend Water, 
descend Cliff, South, East, select 
knowledge, get Scimitax, South, 
analyse Tree, analyse Plant, throw 
Scimitax at stems, throw Scimitax 
at Plant, take Leaf, take Pod, 
North, East, activate Pod, throw 
Pod at Maw, South, get Flower, 
North then East (to let poison take 
effect before curing) use Leaf, 
North, ascend Obelisk, jump 
Barrier, West, West, West, North, 
select understanding, analyse 
Megaunit, activate Megaunit, get 
Lasalite, South, East, jump Pit, 
East, activate Lasalite, drop 
Lasalite, take Lasalite, take Wheel, 
West, throw Wheel into pit, jump 
Hoverdroid, analyse Perch, West, 
activate Lasalite, use Lasalite, East, 
activate Computer, South, South, 
take Wheel, West, West, jump Pit, 
West, North, North . . . Adventure 
complete!! 


<»* 


zzzzz. 

Getting the hat gets the man out of 

the weUi:liifP 

Not jetting noticed on the second 
road? Raise sign, raise hand. 


WITCHES CAULDRON 

Moonshine, whiskey - who cares? 
To recite the feline name, you have 


to be a bit backwards! 


HAMPSTEAD 

Want some money? Join the 
queue. 

Newsagents are worth a look. 

The bench is there to be sat on! 


DRACULA 

Check out under the carpet in the 
count's room. 

Make sure you go to the up-line 
platform after buying your ticket. 
Net Renfield - means found in 
store-room. 


NECRIS DOME 

An electro-magnet will dispose of 
an obstacle, but you will have to 
assemble it from bits found lying 
around. 


THE HULK 

Plug gas outlet with wax then bite 
lip. 


Clever Contacts 


Tass Times, Spiderman, Borrowed 
Time, Mindshadow, The Pawn, 
The Hulk, Zzzzz, Neverending 
Story, Hobbit, Adventure Land, 
Castle of Terror, Sherlock, Pirate 
Advnture, Hitchhikers, 

Wishbringer, Circus, Zork I, II, III, 
Fourth Protocol, Price of Magic, 
Dracula, Ultima III, IV, Mugsy's 
Revenge, Sanction, Bored of the 
Rings, Boggit, Ship of Doom, Sec- 
ret Mission, Hampstead, Mission 
Asteroid, Sea Stalker, Holy Grail, 
Ballyhoo, Spellbreaker, Gremlins, 
Red Moon, Worm In Paradise. 
David Woodberry, Nutbourne, 
Lane End, Bembridge, Isle of 
Wight 


Voodoo Castle, Subsunk, Seabase 
Delta, Hobbit, Grand Larceny, 
Munroe Manor, Castle of Terror, 
Dallas Quest, Zork I, Murder on 
the Waterfront, Mindshadow, 
Neverending Story, Project 1 : Mis- 
sion Volcano, Ninja, Secret of Bas- 
tow Manor, Aztec Tomb Adven- 
ture, Castle of Mydor, Raka-Tua 
Adventure, Himalayan Adven- 
ture, Nuclear Wargamaes 
Mario Moeller, 38 Greenvale 
Drive, Greenvale, VIC 3047,. 
Australia. 


Zork I, II, Heroes of Karn, Empire 
of Karn, Dracula 1,2,3, Zzzz, Red- 
hawk, Sorceror of Claymorgue 
Castle, Hobbit, Quest for the Holy 
Grail * 

The Microgen Cracking Crew 
(Attn Lee Anstey), Microgen 
1st Floor, Kenham House, Wil- 
der Street, Bristol 


Hunchback 1,2, Labyrinth^ Sub- 
sunk, Seabase Delta, Time 
Machine, Adventureland, Terror- 
molinos, Hulk, Spiderman, Night- 
mare Planet, Heroes of Karn, 
Jewels of Babylon 
Mark Firman, 1 1 Denmark 
Drive, Sedbury, Chepstow, 
Gwent, NPO 7BD 


The Boggit, Hobbit, Mindshadow, 
Hulk, Terrormolinos, Golden 
Baton 





M Green well, 28 King Richards 
Hill, Earl Shilton, Leics, LE9 
7EY Tel: Earl Shilton 46752. 


Snowball, Return to Eden, Worm 
in Paradise 

Ross Gordon, Balandra, Sum- 
merhouse Road, Godaiming, 
Surrey, GU7 1QB 


The Pawn, The Hulk, Dungeon 
Adventure, Advnture Quest, Col- 
ossal Adventure (Level 9) 

James Duffy, 23 The Hiron, 
Cheylesmore, Coventry, CV3 
6HS 


Hollywood Hijinx, Zork III, Infidel, 
Cutthroats, Starcross, Deadline, 
Ballyhoo, Wishbringer, 

Enchanter, Sorceror, 

Spellbreaker, Seastalker, Leather 
goddesses. Hitchhikers Guide, 
Zork I, The Pawn, Bards Tale, 
Phantasie, Ultima III, IV, Tass 
Times, Borrowed time, 
Mindshadow, Tracer Sanction, Pil- 
grim, Bugsy, Dracula, Very Big 
Cave Adventure (Ptl), Nine 
Princes in Amber, Wizard of Oz, 
Worm in Paradise, Return to Eden, 
Colossal Adventure, Gremlins, 
Dungeon Adventure, Red Moon, 
Heroes of Karn, Perseus And 
Andromeda, Sorceror of Claymor- 
gue Castle, Hulk, Spiderman, Fan- 
tastic Four 

Guy Thomas, 17 Borstal Hill 
Whitstable, Kent CT5 4NA Tel: 
0227 274846. 


Vera Cruz, Red Moon, Colossal 
Adventure, Dungeon Adventure, 
Emerald Isle, Worm In Paradise, 
Hulk, Hobbit, Upper Gumtree, 
Hacker, Grand Larceny, Merry 
Christmas from Melbourne 
House, Robin of Sherwood, Snow 
Queen, Kentilla, Gremlins, Terror- 
molinos, Lords of Time, Pirate 
Adventure, Sherlock, Bored of the 
Rings, Dracula, Boggit, Twin King- 
dom Valley, Sorceror of Claymor- 
gue Castle, Eureka, Colditz, Val- 
kyrie 17 

Jason Jennings, 102 Berkely 
Road, Shirley, Solihull, Birm- 
ingham, West Midlands, B900 


Zim Sala Bim, Jewels of Babylon, 
Dragonworld, Zork I, II, III, 
Mindshadow, Ninja, Forest of Evil, 
Mountain Palace Adventure, Ring 
of Power, Magic Stone, Gremlins, 
Hulk, Spiderman, Hobbit, The 
Helm,* Dallas Quest, Stranded, 
Quest for the Holy Grail, Time 
Machine, Adventureland, Little 
Indians, Perseus and Andromeda, 
Lucifer's Realm, Wizard of Akyrz, 
Emerald Isle, Zzzz..., 
Hunchback, Planet of Death, 
Upper Gumtree, Dodgy Geezers, 
Frankenstein, Starcross Aage 
Krogh Christoffersen, Tinglevvej 
4, 2820 Gentofte, Denmark Quest 
for the Holy Grail, Terrormolinos, 
Colour of Magic 

Mark Paskin, 11 Wells Road/ 
Penn, Wolverhampton, West 
Midlands, WV4 4BQ 


Seabase Delta, Subsunk, 
Terrormolinos 

Paul Langton, 21 Richmond 
Avenue, Litherland, 

Liverpool, L21 2PT 












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I f you’ve just finished reading Steve’s article on Rainbird’s Advanced OCP Art Studio and 
thought, ‘I’d really like one of those’, then look no further- help is at hand. There are ten 
of these state-of-the-art utilities just waiting to be put in the post with your names on - 
and that’s not all. Rainbird have graciously agreed to stump up the necessary dosh for a 
Badger airbrush complete with hose, three cans of propellant and a set of ten airbrushing 
inks to get you on your way. If you’ve ever fancied being the next Oliver Frey, Chris Foss or ' 
Tim White, then this could be the opportunity you’ve been waiting for! 

All you need to do to win this fantastic set is to picture our cute and cuddly margin 
character Rockford in his art studio, busy at work. Put your ideas down on paper using 
paints, pencils, crayons, chisels and stones or any medium you feel happy with. The first 
prize of the airbrush set (plus a copy of the Advanced Art Studio) will go to the person, who 
in our opinion, creates the most humourous and imaginative scene. 

Entries should be sent to: I’VE GOT AN ARTISTIC BENT COMPETITION, ZZAP! 
TOWERS, PO BOX 10, LUDLOW, SHROPSHIRE, SY8 1DB. 

Please remember to include your name and address (and telephone number if possible), 
and don’t forget to indicate which version of the Advanced Art Studio you would like, 
cassette or disk. Entries should arrive no later than October the 8th, so you’ve got one month 
and counting . . . Bye! 




ZZAP! 64 October 1 987 49 






By Andrew Braybrook 


Tuesday July 14th 

Drew some new sprites, including assorted 
meanies and the dreaded charge supervisor - 
who turned out to be a w'eird-looking thing 
altogether. The sprites that I'm doing will be 
one of two or maybe three interchangeable 
sets. I was going to have one set for the positive 
phase and one for the negative, but I may have 
room for a third set after all. The animation and 
colour information is fixed, so corresponding 
elements in each set must behave similarly. 

The rejuvenators have turned out to be very 
slow at getting to the orbitals. I have speeded 
up their final approach but they occasionally 
get a little lost. 

Wednesday July 15th 

Re-organised the rejuvenators's method of 
getting to their targets, which fortunately 
simplified things considerably. They now don't 
necessarily head straight for their destination 
to start with, but when they get close they're 
usually already above it so their final approach 
is much quicker. 

Drew a bunch of new sprites for some more 
assorted meanies and bullets and put in some 
more data to use them during play. I've made 
some adjustments to the ship's slowing down 
mechanism that kicks in when it's moving 
slowly with the joystick centred to bring it to a 
halt. Normally the ship will drift freely in fric- 
tionless space at high speed for any-directional 
movement, not just eight. The slowing down 
system is for accurate lining up on targets 
which are not moving. 

Thursday July 16th 

The smallest ship can currently carry two sys- 
tems, both of which are fixed and indestructi- 
ble: the energy display and the charge indi- 
cator. This leaves no room for expansion, 
which is partly desirable as the newcomer to 
the game won't have to worry about battling 
with the ship modification system, but partly 
annoying to anyone who wants to protect their 
ship a little. A bit of tinkering under the bonnet 
has seen this altered so you still start with the 
same two systems, but the charge indicator is 
now destructible and changeable - it can now 
be scrapped and replaced by another system. 

Thought of a brilliant new system to incor- 
porate, an emergency dematerialise system 
that kicks in if the energy drops below a certain 
level - effectively a safety valve. Following this 
idea through, I wondered what would happen 
if there was nothing that could be done to 
replenish the energy before the next visit to the 
play arena. Well, the system would just fire off 
again straight away. This would result in an 
infinite loop. Programmer's solution? The sys- 
tem must self-destruct when it has been used. 
The excuse? The system has to supply a large 
surge of power to activate quickly and burns 
itself out. Not bad, eh? 

Friday July 17th 

The rejuvenators are still getting lost some- 
times. They always get where they're going if I 
follow them, and they also succeed if I wait by 

50 ZZAP! 64 October 1987 


the nucleus and watch them come out at regu- 
lar intervals. They don't work when they have 
to visit the opposite side of the Universe from 
me because the co-ordinate system wraps 
around, but not very consistently amongst all 
the various relative distances that are used to 
calculate the rejuvenator's current position. 
Result? Confusion, for me and the 
rejuvenators! 

Monday July 20th 

Managed to 'mend' the rejuvenators almost 
totally beyond repair as they couldn't find a 
tree in a pine forest this morning. I sneakily fol- 
lowed one and it got nearly to its destination 
and then hared off in the opposite direction. I'd 
decided to set fire to the C 1 28 if the bug didn't 
come out by lunch-time. It was close too, and 
anyway, why does the compare instruction set 
the negative flag? Surely all you want to know 
is whether 'A' is equal to, less than, or greater 
than ' B', not whether the difference is positive 
or negative. All this means is that you can now 
say: 'Well, not only is 'A' greater than 'B', but 
actually it's buckets bigger.' 

I also managed to find a well dug-in bug that 
had been there for ages. It was in the move- 
ment routine which is an area where things are 
difficult to trace as it's a dynamic thing, you 
can't just stop things and examine them as the 
whole movement over a long time is being 
controlled. Anyway I found it, and now the 
meanies are following proper patterns as 
instructed, which is quite impressive though I 
say so myself. I've come up with some more 
movement behaviour patterns including the 
infamous Uridium homing mines, and some 
pods that shoot out, perform aerobatics and 
then stop. If you hit them with a weak weapon 
they go absolutely bananas, firing bullets and 
lurching around. 

Tuesday July 21st 

Designed most of the rest of the sprites for the 
positive phase set leaving only eight to do. At 
this point I decided to create the negative phase 
set where there is a one-for-one correspon- 
dence between the two. Each sprite has two 
images, each meanie has two appearances. In 
some cases it may mean reflection, in others a 
reversal of animation, and others a total red- 
raw. It took about two hours to get through 
them all. I'd still like to design a couple of extra 
roamers before I'm finished. 

I hope to show the meanies developing dur- 
ing the game through the graphics and move- 
ments and also what they fire. Some early ones 
may not fire, but learn how to, some may 
home in very badly but get better at it, one will 
even try to impersonate a charge orbital 
towards the end (and maybe even other ele- 
ments in the game). 

All 256 images, which would normally take 
1 6K were slowly and carefully compacted 
down to under 8K. I could even put in another 
256 images if I were that way inclined, but I'll 
only do it if I can't think of a better use for the 
space, like a 1 OK bit-map test card, much more 
useful! 


Wednesday July 22nd 

Andrew Hewson paid us a visit today, so there 
wasn't much progress made on Morpheus - 
although I did write a brief storyline for back- 
ground information and I also wrote down 
some interesting facts about the game, such as 
it has 2,403 sprites all on screen at the same 
time, 2,395 moving stars in the background in 
452 parallax layers, 72,000 colours on screen 
at once, a full 68-piece orchestra playing dur- 
ing the game at CD quality, running simultane- 
ously with a digitised after-dinner speech by 
the Pope. 

Thursday July 23rd 

Doesn't tempus fugit? Todaysaw the inclusion 
of the roamers into the game. Piece of cake 
really, it turned out that the standard meanie 
routines were quite capable of running them 
with no alterations so I just had to write an 
initiator. This carefully attempts to place roam- 
ers, wandering meanies or maybe rocks, 
roughly in the ship's path to give the impres- 
sion that the place is full of them. Works too! 

For an encore I also decided to put in the 
bonus sequence whereby as the requisite 
number of orbitals have been de-activated the 
nucleus decides to shut down so all the other 
orbitals collapse and you have to race back to 
the nucleus as it release spinning 'Morpheus 
Symbols'. These can be destroyed by any 
means, fair or foul, for extra bonus points. It 
releases one symbol for each orbital personally 
destroyed, so since on level one you only need 
to destroy one to unbalance the system then 
only one symbol will be released. Come level 
32 the place will be full of Morpheus symbols 
around the nucleus, although they are very 
short-lived and expire in a few seconds. 

Friday July 24th 

Just tidied up yesterdays's routines. It some- 
times counted the orbitals wrongly, but I soon 
found out why. It wasn't counting the ones 
that the rejuvenators killed by overloading 
them off-screen. 

I drew the last eight sprites for each phase 
and tidied up some others ... so that's the 
graphics about finished. It took BASIC six 
minutes to compact them to just under half 
size. 

I've put in most of the meanie wave data just 
to try out most of the manual movement 
modes and check that the right meanies are 
coming out. There are about ten different types 
which begin fairly stupid in different ways and 
each develop through the game, learning how 
to fire, firing better weapons, attacking less 
clumsily or just becoming plain nasty. 

Monday July 27th 

Had one or two people look the game over and 
we decided on a few improvements, so the 
radar now has a cross-hair sight to make 
finding the orbitals a little easier, and I've 
shrunk the Universe a little too. This has the 
knock-on effect of requiring possibly two orbi- 
tals near the screen where one was previously 
the limit, deliberately. I thought this would be 












m 

























a toughie as many other routines assume that 
only one orbital can be on or near the screen at 
a time. In the event it didn't turn out to be too 
much of a problem. Sometimes I even get the 
impression that I understand some of these 
routines. 

I've tried out many of the levels and it's cur- 
rently rather easy early on but it gets a lot more 
difficult at around level 12. I'll just have to 
shuffle the levels around until I get a good bal- 
ance. 

Tuesday July 28th 

Couldn't face the thought of making up and 
keying in buckets of data for the meanie waves 
that get released, so I decided to let the routine 
make them up itself. I still ended up keying in 
a large table of data but it didn't require quite 
as much thought! 

Made up all the data for the various systems 
that can be selected and bolted onto the ship, 
including their build-times, cost and efficiency. 
Some will be available early on and get phased 
out, others will be 'invented' later on. 

I like to think that these reflect a real situa- 
tion. As time passes the weapons and systems 
get better, and usually quicker to build, maybe 
cheaper, with pricing wars going on between 
the various manufacturing companies. I'd like 
to write a proper history of all this. 

I've been playing the game to try out the 
difficulty level. It's fairly easy to clear the early 
levels without too much hassle. I tried out level 
38 and didn't last long! I've changed the level 
completion condition so that a maximum of 
the orbitals need to be destroyed rather than 
all 32 of them which should speed up the 
whole pace of the game. 

ST has been developing some sound effects 
on the C64 and driving himself mad under the 
headphones. Every now and again he lets me 
hear one through the TV speaker and the 
whole office shakes! 

Wednesday July 29th 

Found a couple of well-embedded bugs that 
were so crucial that they've gone totally 
unnoticed since about April. The title screen 
had only been displaying six sprites instead of 
eight, but since they're all on top of each other 
it's difficult to tell. 

The supervisor concept is not required, the 
meanies are quite nasty enough on their own, 
so I seconded the graphics for it as another 
meanie type. I really need to think up some 
names for all the inhabitants. I want to call 
some little spinning rings 'Ubiques', (pro- 
nounced You-Be-Kway). because they get in 
everywhere - it's from the Latin you know. 

Now the graphics and most of the level, 
weapon and system data is in. ST has nearly 
completed the sound effects, so we're almost 
done. 

Thursday July 30th 

Started putting in the sound and fine-tuning 
the game. This is the bit where we spend more 
time playing the game than coding anything, 
but it's probably the most important bit, getting 
the playability right. 

Doubtless it won't be right for everybody but 
as long as some find it a little easy and others a 
little difficult then we've pitched it about right. 

Allocating sounds to the part of the program 
that require them is always fun, sounds go off 
in the wrong places, for too long, or not at all. 
It's just a case of knocking it into shape. 

Friday July 31st 

ST has completed the sound effects and has 
now turned to the music. He's done some 
really low 'sub-sonic' sound effects that'll cer- 
tainly shake the dust off you TV set. 

I've improved the control mode consider- 
ably to allow easier switching between 
weapons and I've come up with another possi- 
bility, the rapid-fire weapon. Hope I have time 
to code that one up. 


Monday August 3rd 

Been playing the game over the week-end and 


two playability problems loomed. One is that 
the game failed to kill me off after a lengthy 
game, which is curable by increasing the slope 
difficulty to make it meaner in the later levels. 
The other is that the bullet-firing weapons are 
basically useless! They're too slow, with too 
few bullets requiring too much accuracy to hit 
anything, even the fastest firing guns aren't 
much good. 

The limitations of the program are that eight 
bullets is tops, fairly small ones with con- 
sequently fine collision detection. Thus I've 
decided to scrap the lot! I've put in a more 
global systems whereby unseen bullets are 
fired. A flash of flame is seen coming from the 
gun that fired and all the collision detection is 
done behind the scenes. I can make the bullets 
as big and fast as I need to make the game work. 
This frees up a little more CPU time too. 

Tuesday August 4th 

A certain publisher (who shall remain name- 
less) moaned that the nucleus doesn't do a lot, 
it just sits there and throbs. It didn't take long 
to modify that. Now it spits out bullets at 
irregular intervals up to eight at a time. I've let 
it have up to 12 bullets on a C64, and 1 5 on a 
C 1 28. It now looks menacing and is not a place 
to stay for a cup of tea. It reinforces the idea that 
the nucleus is the villain and must be destroyed 
but not by wading in there with all guns blaz- 
ing. 

I've made selected meanies more aggressive 
to start with and swapped over the homing 
mines so that the ones with a bit of random ele- 
ment in come later, as they're much harder to 
shoot than ones that home directly. 

ST has completed the music, and unless I 
think of any more sound effects, they're all 
done too, all 53 of them. 

Wednesday August 5th 

Mostly a day of tuning up, and not playing 
pianos either. Found a few things that didn't, 
and never could, work. Again fairly subtle 
things that had gone un-noticed. It's fairly easy 
to spot a mistake once you know that some- 
thing is definitely not working. 

Made the meanies more trigger happy and I 
can't get past level 1 2 out of 50, so I'll probably 
back that down a little. I've removed part of the 
concept of extracting charge and ferrying it to 
the opposite phase to plaster the negative orbi- 
tals. This was making it necessary to transport 
back a little too often. Now charge extraction 
and consequent meanie release is not depen- 
dent on the shop having some room for charge, 
except that no points are awarded for extract- 
ing charge that cannot be carried so the wily 
player will till transport back to switch phase, 
but no-one is forced to do so. 

Thursday August 6th 

Went up to Hewson's with the new version of 
Morpheus to show them how to play it. It is vir- 
tually impossible to play without instructions, 
and I haven't written them yet because I may 
change my mind about anything. I've deliber- 
ately made it difficult to understand without 
instructions because the game has subtleties 
and complications that need a while to observe 
and explain. After all, if you 'd never seen cric- 
ket before and were given a bat, ball and 
stumps would you get the rules right? I doubt 
it very much. 

John Cumming and Dominic (designers and 
programmers of Zynaps) sit in on a think tank, 
and having understood a bit more of what was 
going on, started getting into the game. We 
then had a lengthy discussion about what the 
game is, and what it isn't. Ideas were put for- 
ward to improve it and the need for a detailed 
instructions manual was expressed, with 
screen shots to back up the text. 

We also saw the advertising artwork for the 
first time in all its glory. It's very pretty with a 
gorgeous starfield. 

Friday August 7th 

I've made the larger ships a little cheaper and 
given all the systems and weapons a two-letter 
code to give them more indemnity. The control 
mode is still causing some arguments. At the 


moment it feels a little like Gribbly to control. 

The thing is that is has inertia and acceleration 
to make it feel like space, which requires more 
skill to control than simple inertia-less system. 

It's like comparing Asteroids to Space Invaders. 

Still, I've altered it slightly to give more accu- 
rate control. I've completely re-done the sys- 
tems list to include a new ECM unit and to 
make the more useful systems available earlier. 

Monday August 10th 

Began work on a pre-game 'meet the meanies' 
sequence which means I now have to think of 
names for them all. I expect people will think 
of some of their own as well! 

I think I need to award more points for later 
meanies to compensate for having to replace 
all the systems that they keep blowing up! 

Just got the September ZZAP! and came 
across Andrew Johnson's Rrap. He mentioned 
the Atari St once too often for him not to own 
one. I was merely pointing out the technical 
differences between the Amiga and the ST for 
the benefit of those who are not sure, and to 
set the record straight in contradiction to 
another publication at the time saying that 
they are very similar. There's always one com- 
puter owner ready to rise to the bait though. 

All this, and Johnson (for we are apparently on 
surname terms) accuses me of telling porkies. 

Well, anyone with a colour TV can count the 
colours being scrolled on Goldrunner, one, 
two, three, four out of 1 6 which is what I'd call 
limited in colour. The other colours are 
sparsely added later for the ships and bullets. 

The main playing area on Metrocross has how 
many colours? Black, white, green and blue, I 
make that four again. You don't have to ask 
me, go and ask any honest ST programmers, I 
know I have. 

Tuesday August 1 1th 

Finished off the title sequence to show off the 
meanies, some with blank names because I 
haven't come up with many names yet. The 
limited area on the title screen coupled with 
the sprite multiplexor running means that the 
sprite positioning had to be pixel perfect to act- 
ually work properly, there's no room for any 
play in the vertical positioning at all, the sprites 
are just re-cycled in time. 

Prepared a version to take to ZZAP! for a pre- 
view and headed for Ludlow at lunchtime. 

Wednesday August 12th 

The big day. I've still got some names to think 
of and a high score update routine to write 
which I think I can cope with along with some 
more minor tuning. It's hard to think that I 
started this project before Christmas. Since 
then we have installed the PCs for doing the 
editing and assembling on, downloading the 
code for testing on the C 128. We thought it 
would speed things up, which it did, but it just 
allowed me to write a much larger and more 
complex program, about 30K of code com- 
pared to Uridium's 18K or Alleykat's 20K. All 
these games have used all the C64's memory, 
the rest of the space being taken up by graphics, 
data, variable areas and buffers. The ratio has 
just switched to more code meaning that I've 
had to compress the graphics more. There are 
still nearly 350 sprite images in Morpheus, 
more than Alley kat and Uridium put together. 

Personally I'm pleased with the result, it 
does many of the things I had dreamed of at the 
beginning, some ideas as always fell by the 
wayside, to be replaced by new ideas along the 
way. 

Although Morpheus has a definite arcade 
quality look which is a logical progression of 
everything I've done before, it's not a 'five 
minute quick-blast' game. It contains a large 
planning ahead element which is at least as 
important to master as the control mode. I 
think you'll find this a game that will be played 
over many months. This will be the final diary 
entry and the game can be seen publicly at the 
PCW show and should be on sale in October. 

Who will be the first to build and maintain a 
ship capable of reaching and destroying level ^ 
50? W 

ZZAP! 64 October 1987 51 






Hewson 


t long, long last, after seven 
months of development, 
Braybrook has 
completed Morpheus. If you’ve 
been following his trials and tribu- 
lations over the past seven 
months, then you should have 
some idea of the game’s concept. 
If you haven’t, then here’s a rough 
idea of what Morpheus is 
about . . . 

The player takes control of an 
expandable ship, entering 50 dif- 
ferent multi-directionally scrolling 
space sectors to do battle with a 
wide variety of aliens. The objec- 
tive is to seek out and destroy a 
suspended alien power network 
consisting of ‘charge orbitals’. 
Destroying the required amount of 
orbitals (this amount corresponds 
to the level’s number) results in the 
shutdown of the central controlling 
nucleus, making the area safe 
again and allowing the player to 
continue to the next sector. 

Naturally, there are alien ships 
guarding the network, and though 
these don’t appear very aggres- 
sive at first - try wounding one of 
them and see how he reacts. As 
the game progresses, the aliens 
evolve and become more and 
more violent, and consequently 
capable of inflicting more damage 
on the ship. 

Money is awarded for every- 
thing that is shot, and is saved and 
used to buy new, more modern 
ships or extra features for the cur- 
rent model. As higher levels are 
reached, it is essential that new 
machinery is bought, including 
shields, battery power-packs, 
inertia converters and other 
devices (both offensive and defen- 
sive), to maximize chances of sur- 
vival. 

► Commissioning the latest in 
weapons systems - a snip at 
5000 Guineas 


Unlike other ‘progressive’ shoot 
’em ups (such as Nemesis and 
Zynaps) extra weaponry and fea- 
tures are not just added to the 
ship. What sets Morpheus apart is 
the fact that extra equipment has 
to be commissioned - not simply 
added when you pick up a credit 
or icon. Also, the extra features are 
‘bolted on’ to the ship, which 
means you actually need room on 
the side of you vessel for extra 
weapons and peripherals. It’s not 
just a matter of killing the aliens, 
collecting the money and buying 


► The basic, unmodified vessel just waiting to be customised with go* 
faster stripes and fluffy dice 

► Using the giant tooth-paste weapon in Morpheus 


MM 


t-v 1 

* H n i 


weapons and systems at random. 

Morpheus has its own time- 
scale - timeslices - and as time 
passes, the aliens become 
immune to older weapons. There- 
fore it is likely that a sensible player 
will progress further than one with 
quick reactions or an awesome fire 
rate. 

The mission starts with the ship 
capable of carrying two devices, 
but if money is used wisely - and 
plenty of aliens are destroyed - an 
extremely large ship capable of 
carrying a wide variety of arma- 
ment and features can gradually 
be purchased. 

One nice feature is that the 
game automatically detects 
whether the machine it’s being 
loaded into is a Cl 28. If it is, an 
extra set of sprites are included 
into the gameplay. 

Morpheus will be available in 
October, priced £8.95 on cas- 
sette, and £12.95 for the disk ver- 
sion. If you want more details, 
there’ll be a full review next 
issue . . . 






wmm 




CBM64/I28 SC Amstrad 


MASK' M AND THE ASSOCIATED TRADE MARK ARE THE 
PROPERTY OF KENNER PARKER TOYS. INC. (KPT) 1987. 


The Battle 
Continues!!! 

loin with the forces of | 

MASK, skilfully commanded 
by the brilliant strategist Matt 
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you stand by and passively observe the evil 
deeds of Mayhem and his co-conspirators. 
Here is your chance to dig deep into your a 
and put your skills to the test against possifc 


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I Ji : - ;TWs classic cpitfifift of good 
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take ftsJetRlfrom the world's most famous 
on of superheroes and supervillains. 
There are creations of adventure, there are 
creations of combat but there Is not a creation 
quite like MASK!!! - : ; 


i ¥■* ' 





Gremlin Graphics Software Ltd, Alpha House, 1 0 Carver Street, Sheffield S I 4FS Tel: 0742 753423 











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f U nquestionably the most detailed, historic World 
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Select your command on one of six different US Navy 
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• Encounter over 60 different missions commencing with 
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• Learn every aspect of underwater warfare: navigation, 
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• Completely authentic vessels with five levels of maps, 
periscope, binoculars, radar, sonar mines, torpedos, deck 
and anti-aircraft guns. 


Test dive one for yourself 


mg 




“The undisputed champion of US 
games houses” 

Your Computer Nov. 1986 


CBM64/128 £ 9.99 tape £ 14.99 disk 

IBM £ 24.99 disk 

Atari ST £ 24.99 disk 






The time: 1400 hours. Somewhere in the Pacific. You’re at the g I ** 
helm, commanding the greatest concentration of firepower nr ? m 

ever put in a lightweight fighter the deadly 
Fletcher Qass Destroyer. You’ve embarked on the first simulation 
K that actually combines the intricate, largescale strategy of wargaming 
I with the intensity of furious, eyeball to eyeball action. This time you’re 
Jk right in the middle of it all . You knew it wouldn’t 

jpT 1 be pretty, but how tough could it be to rescue a 

\ f downed pilot? It sure seemed a lot easier than 

\ 1 > shelling islands, escorting a convoy or 

’L- \ hunting subs 


fully-operational , earbursting battle stations to worry about, all 
armed to the gills. Not to mention radar. Navigation. Sonar. 

And half the Japanese fleet crawling up your spine. 

Time to make some tactical decisions. 

Will it be the twin 40mm Bofors anti-aircraft guns? Or the 5 " 
leadspewers aft? Depth charges or torpedos? Autopilot or 
guts? Any choice could be your last, so make it good. 

CBM64/128 £ 14.99 disk 

, IBM £ 24.99 disk 


Or so you thought. But 
now look what you’ve 
j|f got. Thirteen 





/ 




Wl 4 




If 

II 






/m 



1 -,- ■ — I 

| OEf TH C. fcEFOfiTSt HChMV C-rtHftOE . | 







m 


; 



This year’s tenth anniversary PCW show looks like being 
the biggest (and busiest) yet. So, in an effort to make sense 
of the confusion of press releases, lies, rumours and 
malicious gossip, John Minson got on the phone to find out 
exactly who’ll be doing what, when, where and how. 


Okay, now I want you to listen and 
listen good. We’re going out there 
soon . . . and some of us won’t be 
coming back. So stick together and 
take my advice if you want to 
survive. 

Yes, the PCW Show is once 
again upon us - those five days of 
fun, previews, and endless walking 
from stand to stand resulting in 
total exhaustion. If you’re going to 
survive the crowds at London’s 
Olympia between 25th and 27th 
September you’ll need to 
remember the old boy scout motto 
and ‘Be Prepared’. 

I always reckon the best course is 
to have an idea of what you want to 
see before you enter the hall . . . 
and stand up whoever it was said 
‘ Everything r So, having nothing 
better to do one sunny afternoon I 
picked up my address book and let 
my fingers do the walking as I went 
talking to software houses. 

First up were Ocean and 
Imagine, where I caught Gary 
Bracey in the middle of a minor 
panic. ‘We’ve just got too much to 
show, this year,’ he explained and 
proceeded to reel off a list of 
names. 


Ready for release at show time 
will be Renegade , Athena , Freddy 
Hardest, Victory Road and, at long 
last, Tai Pan which Gary enthuses 
has been well-worth the long wait. 

But then you get into the 
previews and things really get 
going. There’s Konami’s Gryzor 
and Taito’s Rastan Saga , plus 
Konami’s Combat School , a Hyper 
Sports variation featuring the sort 
of assault course you need to train 
for PCW. 

Dinamic scores again with 
Basket Master basketball, 
complete with slow motion replays, 
and Athena's sequel, Psycho 
Soldier should also be on show. 
Platoon is the major movie tie-in; 
Phantys is sci-fi ‘with great 
graphics’; Matchday II kicks off 
courtesy of John Ritman; and 
Denton take us to Where Time 
Stood Still , a Great Escape style 
game with dinosaurs and jungles. 

‘And,’ said Gary, panting for 
breath, ‘there’ll be lots of other 
surprises!’ How does he intend to 
survive all that I wondered. ‘I’ve 
got my giant pack of valium 
already,’ he laughed. ‘But 
seriously, it’s a tremendous chance 


Activision’s new arcade conversion, Supersprint is looking good. More 
details are available on their stand 


to meet the public. 

‘And please put that we’re 
looking for good programmers and 
artists, so if they want to come to 
the stand and ask for me, I’d be 
delighted to speak to them. ’ 

SOMETHING SPECIAL 

Could anyone match that, I 
wondered. Well it looks like 
Activision will be having a go with 
not one but two stands. Electric 
Dreams display will be ‘Something 
special,’ according to Mr 
Ambassador and all-round flat-top 
Andrew Wright. He wouldn’t say 
more, but it’s designed around the 
motor-racing theme, to celebrate 
Super Hang-On and Championship 
Sprint. 

Meanwhile Activision 

themselves are going for saturation 
coverage in a hi-tech setting as they 
bring you big Arnold 
Ham’n’egger’s latest, Predator. 
They hope to have a game preview 
plus clips from the movie - at least 
if they can find some that won’t 
make you replay your Olympia 
burger! 

Knightmare is their other great 
tie-in, this time with the Anglia TV 
adventure game show which 
promises to be the smash of the 
season. Traditional adventurers 
will delight in two new Infocom 
titles though. Beyond Zork uses a 
novel method of control, while 
Plundered Hearts, by Amy Briggs, 
is the company’s first girlie story, in 
which you play a female. But don’t 
think that they’ve gone soft . . . 
male play-testers reckon it could be 
the company’s best ever! 

System 3 kick you where it hurts 
with the Thai Boxing simulation, 
Bangkok Nights , while Abstract 
Concepts have found their 
concepts becoming strangely solid 
- the Gulf War they suggested in 
Mindfighter has all come true! Real 
monster bashers will be on the 
Rampage with the coin-op 


conversion of the same name. 

And Andy’s PCW comment. ‘I 
love it. It’s a chance to get 
completely bonzo-ed (What can he 
mean?) and meet people. ’ But isn’t 
he worried about being mobbed by 
millions of fans and admirers? ‘No, 
I’m disguising myself with a new 
designer haircut. ’ 

DEODORANT 

After all this heavy duty action 
there’s to be some peace 
somewhere - right? Wrong! At 
least not at Gremlin where it will 
be ‘all go’ according to Sue Quinn, 
who recommends, ‘Comfy shoes, 
plenty of deodorant and plenty of 
drink,’ then adds: ‘We really do 
look forward to it. ’ 

Their stand features football 
action in Gary Lineker's Superstar 
Soccer , which combines strategy 
and arcade sections as you select 
the team and the tactics before 
taking to the field as a goal scoring 
centre forward. 

Mask II sees the return of Matt 
Tracker with four missions to 
solve, while Basil, the Great Mouse 
Detective is a tie-in with the Disney 
cartoon. Basil and Rattigan will be 
attending the show, ‘in the fur’, 
says Sue. 

Blood Valley won’t be released 
’til November, but you’ll be able to 
preview this fantasy adventure, 
based on the Duel Master series of 
books, two months early. Games 
Compendium stays closer to home 
and takes a whacked-out look at 
traditional amusements such as 
Snaked and Ladders - with real 
snakes! 

Alternative World Games gives 
sport a similar silly slant by adding 
such activities as welly throwing. 
Not one for butch guys like The 
Masters of the Universe . Gremlin 
has the tie-in rights to the live 
action movie, released around 
Christmas. Add to that an 
appearance by Greglon the 


See us at RC.W show 
-Stand No. 1511 - 



Outshine Ordinary Joysticks 

MicroProse Ltd. 2 Market Place. Tetbury. Gloucestershire GL88DATel: (0666) 54326 Telex: 43422 MPS UKG 


ZZAP! 64 October 1987 55 



gf it 




Parachuting deep behind enemy lines and undertaking solo infiltration 
and commando combat missions are both part and parcel of Airborne 
Ranger, from Microprose 


Gremlin, and it’s going to be a 
fiendish show. 

WEREWOLVES 

Surely that model of calm and 
composure, the enchanting Mandy 
Barry of Ariolasoft, has a hint for 
PCW survivalists. ‘I can’t wait for 
it,’ she shouts, but is that a hint of 
sarcasm I detect? Anyhow, her hint 
is ‘Keep p*ss*d most of the time. ’ 
Quite what you do if you’re too 
young to get served (or can’t get a 
second mortgage to buy a drink at 
Olympia prices), I’m not sure. 

Drink enough and you could be 
seeing werewolves. But don’t call 
The Sun because they’re 
Ariolasoft’s Werewolves of 
London , making an early 
appearance in preparation for their 
November release. Programmers 
are Viz, who designed Bride of 
Frankenstein. 

Star Fox is a Reaktor game, 
which will be playable at the show, 
while you’ll be able to sneak- 
preview Starlight’s Red LED , 
which promises to be a big hit (see 
review on page 18). Bushido 
Warrior is another PCW-time 
release from Reaktor, this time it’s 
a combat game which lets you 
choose your champion. 

ENTERTAINMENT 

The Mirrorsoft crew are 
obviously masochists - they’re 
taking two stands! But maybe 
there’s method in their madness, 
because one is hidden away in the 
relative calm of the Business Hall, 
where the only screams come from 
accountants as their spreadsheets 
tell them they’re bankrupt. 

But it’s the entertainment area 
we all care about, isn’t it, so I got 
Pat Bitton to spill the secrets. With 
five labels under the Mirrorsoft 
umbrella, they’ll be relying on a 
video display rather than a handful 
of computers so that everybody 
gets to see the action. 

Mean Streak , an October 
release, is set in the 23rd Century 
when the M25 is a refuge for rebel 
bikers who chase around its 
rubbish-strewn surface (sounds 
like nothing’s changed, then!). 
You play a pleasure seeking motor 
cyclist, challenging the rebels in 
this one or two player game. 

Zig-Zag is a new Tony Crowther 
title, based on a David Bishop 
design - while looking ahead to 
Christmas there’ll be screens from 
Andy Capp. The idea of this arcade 
adventure featuring the lovable (?) 
layabout is to survive a week on the 
dole. I reckon they should send 
copies to the cabinet to teach them 
a thing or two! 

In the Mindscape area there’ll be 

56 ZZAP! 64 October 1987 


the simply stupendous Defender of 
the Crown, which has turned into 
the top-selling C64 disk ever, and 
should be available on tape soon, if 
all goes well. There should also be 
a demonstration of Sinbad , from 
Master Designer Software of 
California. 

Back home there’s Fortress 
America from PSS which takes a 
different approach to SDI, and 
there should also be an 
announcement about a deal with 
yet another American company, 
though Pat couldn’t mention any 
names as the contracts aren’t yet 
signed. 

So is Pat looking forward to the 
show. ‘Do I have to answer that?’ 
she asked, sounding alarmed. She 
did admit that this year, as Press 
and Publicity Director, she hopes 
to have a slightly more relaxed time 
than in the past, when her duties 
have been far more diverse. 

All those American titles made 
me think of another Trans- Atlantic 
company, so I got straight on the 
red telephone to Microprose, 
rumoured to be the world’s only 
software producer with a hot-line 
to the Pentagon! 

Stewart Bell told me that Major 
‘Wild Bill’ Stealey will be jetting in 
from the States to sign autographs 
and chat with the public. Ibis at 
least, guarantees that their stand 
will be larger than life. 

HELICOPTER 

He’s already had his troops in 
training, according to Stewart, with 
a pre-show warm up of baseball and 
hot-air ballooning (!). Stewart’s 
own training programme, based 
around his bike, which he used to 
ride for sport, was less successful - 
he backed his car over it and 
mangled the wheels! 

Enough of the gossip though. 
The pride of the Microprose stand 
will be a full-scale helicopter 
simulator - three tons of the right 
stuff, as used to train the military. 
But Stewart had to add that it won’t 
be open season to play with it - they 
just can’t let everybody loose on a 
piece of machinery which cost 
£25,000 merely to fly over here! 

What you will be able to see is 
Project Stealth, a simulation of the 
new undetectable American plane 
(motto, ‘Keep it healthy - stay 
stealthy’) which is so top secret the 
top brass won’t admit that it exists! 
Still, Major Bill should know what 
he’s talking about, and Stewart 
says it was all cleared through the 
Pentagon. Expect therefore to see 
lots of people wearing fur hats and 
talking with Russian accents 
crowding to get a look! 
Microprose’s other line of attack 


will be a topic they were told they 
could never simulate . . . personal 
commando combat. But they’ve 
proved everyone wrong with 
Airborne Ranger, which combines 
arcade and simulation factors to 
produce the game that Commando 
should have been, Stewart 
promises. 

After all this blood ‘n’ guts 
aggression you really will be 
needing an island of calm and 
where else but in the company of 
the urbane Dominic Wheatley and 
Mark Strachan, better known as 
Domark. After all, if Mark can 
sincerely say, ‘I can’t wait. I love 
the show. I thoroughly enjoy it’, he 
must be a Zen master! 

After concentrating on just one 
product last year, Trivial Pursuit, 
Domark is spreading itself wider 
this time. Not A Penny More, Not 
A Penny Less isn’t a simulation of 
dealing with greedy programmers, 
but the title of a Jeffrey Archer 
book, the rights to which Domark 
have just bought. The author will 
be on the stand - though only on 
the first trade day, so you won’t be 
able to ask him for tips on how to 
write a best-seller! 

Star Wars, the game of the 
arcade machine of the film, will be 
previewed, and James Bond will be 
thrilling The Living Daylights out 
of everyone. Domark will 
complete its stand with the Macsen 
TV titles, which they’re 
relaunching. 

Now you can take part in 
Blockbusters (I’ll have a P, please 
Bob), which has been completely 
reprogrammed, plus Countdown 
and Bulls eye. Sadly, Treasure Hunt 
doesn’t include a digitised Anneka 
Rice, but October will see a 
computerised Krypton Factor for 
fans of the long running test of 
mind and body. 

Hewson is another of the more 
sane software companies, so sit 
back at their stand and enjoy the 
age of steam in Southern Belle's 
sequel, Evening Star (see review on 
page 93). And if that isn’t maybe a 
trifle too calm there’s always 
Andrew Braybrook’s great newie, 
Morpheus, a complex shoot 'em up 
which puts you in control of one of 
the dreadnoughts you were trying 
to destroy in Uridium! There’s a 
sneak preview of this potential 
blockbuster following the last part 
of Andrew’s programmer’s diary 
on page 52 of this very mag. 

Also on the stand will be 
Magnatron (sequel to Quazatron) 
and Nebulous, the newcomer from 
John Phillips, a puzzle game set on 
towers above the sea which 
revolve, with extremely attractive 
graphics, according to Andrew 
Hewson. It’s a completely surreal, 
creative environment, so check it 


out! 

PCW will mark the debut of the 
budget Rack-It range too, a 
selection which combines Hewson 
quality with a £2.99 price tag. High 
spots include Anarchy , a puzzle 
shoot ‘em up, and Sunburst, in 
which you get to blow up whole 
galaxies. 

So what does Andrew make of 
the prospect of yet another PCW 
show for one of the industry’s 
veterans? ‘It’s hugely enjoyable 
and it’s a huge amount of hard 
work. You don’t get one without 
the other’, he says, speaking with 
the voice of experience. 

Rack-It will also be appearing on 
the Mastertronic stand - the budget 
kings are handling distribution. 
There you’ll also find MAD, 
Ricochet and all the other £1.99 
and £2.99 regulars. 

RELAUNCH 

But the real excitement, 
according to Sharon Wade, will be 
the launch of Arcadia, the coin-op 
machines that contain Amiga 
boards. Then there’ll be the Sega 
system, with a chance to win a 
console. And to top it all 
Melbourne House, another PCW 
regular, will be getting a relaunch 
to thrust it back into the public eye . 

Sharon’s taking her pre-show 
preparation seriously too - 
‘Jogging every morning at 6.30, a 
three-month diet of bran cookies 
and lots of fresh orange juice. ’ She 
could be the only person standing 
at the end of the ordeal - if she has 
any strength left after all that 
exercise! 

Palace has a new label to 
announce at the show as well. 
Outlaw Productions will debut with 
the Shoot ‘Em Up Construction Kit 
(Preview on page 124), which lets 
you have a say in what sort of aliens 
you’re going to waste. 

On the parent label there’s 
Starship, initially on the ST but to 
reach the C64 eventually. It’s a 
strategy/action game with filled-in 
3D wire frame graphics according 
to king of the Palace, Pete Stone. 

Pete’s advice on surviving PCW 
is simple though - ‘Stay away!’ But 
if you can’t he suggests, ‘Voice 
training so you can shout louder 
than anyone else. I always have a 
sore throat after the first day!’ 

HOSPITALITY 

I’m beginning to think that his 
first advice is fairly accurate when 
at last the Liverpudlians of 
Software Projects come to my 
rescue. Now solely a publishing 
company for other people’s 
programs, Gary Miller promises 
me that they’re going to have a 
large, peaceful hospitality lounge 


► The new Microprose flight simulation, Project: Stealth Fightehs about a 

plane so secret, that even the US Airforce deny its existence! 


m 


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6S0 2mn Hbl 


3 SlUtUXMtP 
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► Out in October costing £4.50, the first of four Judge Anderson 
and Judge Death books from Titan, setting the scene for 
Piranha’s game 


for members of the press - and that | 
it will be well-stocked with drink. 

Outside though it will be 
Hysteria , which just happens to be 
the name of their new release from 
Special Effects, a new team led by 
Paul Finnegan, who was formerly 
with Ocean. 

In fact there are several names j 
previously associated with the 
Manchester giant behind this 
parallax scrolling arcade/strategy 
shoot ‘em up, which sets you 
against a fanatical sect who have 
been changing our future by 
messing around with the past. Gary 
reckons the best way to beat the 
PCW-syndrome will be to head 
straight to their stand. 

There are sure to be goodies 
from Telecomsoft’s assorted labels 
- Firebird (who have titles such as 
Bubble Bobble on the way), and 
Rainbird. Softek is springing into 
life with the Ace label for arcade 
conversions and originals. And 
what of Electronic Arts, newly 
over here from the States? We’ll 
have to wait and see. 

Whatever happens, you can be 
sure that PCW will be as tiring as 
ever - but also as unmissable! I’m 
sure you wouldn’t like it if I told 
you about absolutely everything 
that you could see - after all, 
discovering the Christmas hits is 
half the fun. 

By now I’m feelinglike I’ve spent 
five days in the Olympia as it 
is . . . and God knows what my 
phone bill will be. So apologies to 
everyone who’s been omitted from 
the round up. 

SECRECY 

•s’". ' f f ' • s v 9 •"* 

, V >•. ■ w V* < ^ r , •. • ' 'J- t ' % 

There is one company who 
wouldn’t tell me anything though. 
When I phoned US Gold, the 
Midlands giant would only tell me 
that they were making a press 
announcement next week. But, I 
explained, my deadline was on 
Friday, so if they didn’t want to 
miss out they’d have to at least give 
me a hint. 

Still no go. US Gold is more 
secretive than the government is 
over Spy Catcher. But they did add 
that they’d had several people 
complain that this would cause 
problems with their deadlines. I 
refrained from pointing out that 
this could mean that their 
announcement was a bit late and 
rang off. 

But I must make mention of one 
more stand. Don’t, whatever you 
do, miss our very own Newsfield 
village. It may not be quite on the 
scale of Atari or Commodore’s, but 
it will star all your favourite staff 
and should be jam-packed with 
goodies. 

Among them will be our very 
own launch . . . The Games 
Machine, and if you know what’s 
good for you, you won’t miss out 
on the premier issue (destined to 
become a collector’s item) of the 
I def new computer mag - editor 
Graeme Kidd may just be wearing 
his DMs and giving you the hard 
sell if you do! 

As for me , I’ll be hanging around 
the stand, but if you don’t see me 
there keep an eye out as you 
I wander around the show. And if 
I you see a bedraggled figure 
wearing a loud shirt and mirror 
shades, talking to himself, treat me 
gently - I probably only need 
another drink! 

I JOHN MINSON 


GREETINGS^ 


on the cover 


mm 

GOING ON 
IN THERE p 


Strontium Dog, Rogue Trooper, 
Judge Dredd, Nemesis The 
Warlock - the affinity between 
2000 AD characters and computer 
games is long established, and 
moreover, these heroes of dubious 
morals have provided C64 owners 
with inspiration for innumerable 
computer pictures. 

Two more licensed characters 
are imminent, Martech have Slaine 
almost ready and Piranha are hard 
at work on probably 2000 AD' s 
most successful realisation after 
Judge Dredd - Judge Death. The 
game, simply called Judge Death , 
is due for release in early 
November. The player takes the 
role of Death’s living nemesis, Psi- 
operator Anderson, the female 
Judge whose lifeforce is 
inextricably entangled with Judge 
Death’s mission in Mega-City One. 
Anderson first appeared in 
2000 AD in a Judge Dredd three- 
parter called Judge Death by John 
Wagner and Brian Bolland (Progs 
149-151), and the complete story 
can be seen in Titan Books’ first 
1981 Judge Dredd album. It details 
how Death arrived through a 
timewarp from his own planet 
where life itself was considered 
evil. He rapidly sets about judging 
the living with his infamous catch 
phrase, ‘THE SSSENTENCCE 
ISSS DEATHHHH!’ Eventually 
Judge Anderson sacrifices herself 
by psychically absorbing Death’s 
evil spirit and then having herself 
encased in Boing, a super-resilient, 
fast-hardening plastic, imprisoning 
Death with her. 

It wasn’t the end though, such 
super-heroics were rewarded by 
her being revived - and Judge 
Death too. In October Titan Books 
are publishing the first of four 
Judge Anderson albums, timing 
which fits well with the lead up to 
the release of Piranha’s Judge 
Death game. 

To celebrate Judge Death the 


TH-THEUAV JUDGE DEATH 

15 1005 E AGAIN ! . 


another famous member of the 
undead struck out for fame and 
fresh blood). Currently, the 
Commodore 64 version is most 
advanced, but as we go to press no 
preview copies are available in 
Britain. Piranha have a few screen 
shots, which we’ll bring next 
month. If you visit Piranha’s stand 
at the PCW Show, not only will you 
be able to meet the dread Judge 
Death, but you should also be able 
to get an early glimpse of the game. 

Now all we need is Halo Jones 
and DR & Quinch, and our 
2000 AD cup will runneth 
over . . . 


December ZZAP! (Issue 32, on 
sale 12 November) will include an 
extra 16-page Judge Deathpull-out 
supplement, exclusive to ZZAP! 
and CRASH. The abridged story is 
very relevant to the game, since it 
describes the action leading up to 
the point where Piranha’s game 
starts. And on top of that, the 
original Bolland artwork is being 
specially prepared for us by Titan 
Books in full colour and includes an 
exciting poster. It’s a real 
collector’s item, so don’t miss it! 

Andromeda, the game’s 
programmers, are based in 
Hungary (not too far from where 


50p OFF PCW SHOW 
ENTRY 

Cut out and use this special 
ZZAP! coupon when you buy 
your ticket at the Olympia 


OFFICIAL ZZAP! 64 PCW SHOW 
MONEY OFF COUPON 


ZZAP! 64 October 1 987 57 




WITH EEAR! 






"An arcade strategy game with enough 
addictive qualities to turn even the toughest 
coin-op critic into an arcade junky". C 81 VG 




Return to an age of mystery and intrigue, a place in wmcn me ramea 
treasure of King Solomon shone brightly with its glorious wealth. 
Where amongst the network of mysterious rooms lies the next key 
that will bring you nearer to these fabulous riches. Where amongst 
the stone pillars and hidden dangers lie mythical creatures that can 
Deroetuate vour life long enough to reachftour ultimate goal. 


AMSTRAD 

| Cass. £ 9.99 Disk. £ 14.99 
SPECTRUM 48/128K t8.99 


CBM 64/128 
Cass.£ 9.99 Disk. £ 14.99 

ATARI ST £ 1 9.99 

Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021 356 3388 


F airy. .9 


SC K I I N SHOTS I ROM AMSTRAD VERSION 


UJS. Gold Ltd 


gr 

4$ 

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EH 

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CHUCKIE EGG II 
(A n' FI 


At long, long last! Following 
numerous requests, here are 
tips for Chuckie Egg II, the game 
that’s had some of you tearing 
your hair out and foaming at the 
mouth. 

Mrs Baron, Bushey Heath, 
Hertfordshire has achieved a 
score of 20,941,800 and has 
decided to share her profound 
knowledge of the game’s work- 
ings. 

Mrs Baron also mentions that 
she recently spoke to someone 
who used to work for A ’n’ F, and 
was told that the game cannot 


be completed because an 
infinite number of eggs have to 
be made . . . what a stinker! 
However, the following tips 
should be of help to those who 
are still stuck. 

Before any items are collected, 
make sure that the Generator is on 
and working. When the generator 
is ticking over, the train moves 
along, allowing Chuckie to go 
above the railway line. Walk up the 
chain where the train used to be, 
travel five screens to the right by 
pressing the up and right keys until 


you see a ladder in the top right 
hand corner of the screen. Climb it 
and continue. 

If Chuckie can’t go above the 
line and is forced left as he enters 
the ‘Beware of the Chocolate 
Monster’ screen, your tape has a 
bug and no further progress can 
be made. Mrs Baron spent a year 
complaining loudly to A ’n’ F, who 
finally sent her a new copy. Con- 
tinue if you’re lucky enough to be 
able to. Collect milk, sugar and 
cocoa and deposit them in their 
respective vats - then make the 
toy. If Chuckie deposits this after 
collecting it, it automatically 
becomes incorporated in the egg. 
Take the egg to despatch and 
you’ve just about finished your 
task - all you have left to do is 
make an infinite amount of eggs. 


NEMESIS THE 

WARLOCK 

(Martech) 

Okay all you deviants. If you’re 
having trouble despatching the 
vile Terminators, drop your 
blades and guns for the moment 
and listen to the advice sent in 
by ace hacker and slayer, Dean 
Jackson of Swanley, Kent. Use 
his tips in conjunction with the 
map and you should be able to 
add a few more kills to your tally. 
And don’t forget - be pure, be 
vigilant and kick ass. 

GENERAL HINTS 

Once of the most important things 
to remember is that when Nemesis 
stands on a platform his head prot- 
rudes through the one above. 
Therefore Terminators walking 
above him drain his lifeforce as 
quickly as if they were walking 
right through him. Duck if there’s a 
Terminator above, and jump if 
there’s one lurking about on a 
lower platform. 

The edges of the screen are usu- 


ally safe, so wait for the Ter- 
minators to approach before 
blasting them. When Nemesis is 
doing this, watch out for those 
sneaky little chaps who jump from 
their platforms onto his head. 

Avoid killing Terminators near 
ammo, because more often than 
not the body lands on the ammo 
pod and prevents Nemesis from 
picking it up. 

Terminators can’t be shot at 
close range, so don’t waste ammo 
attempting to kill them with a gun. 
Run them though with a sword and 
less life force is lost. 

Avoid zombies at all costs and 
don’t forget that they take four 
shots to kill. 

Only use acid on zombies, or if 
Nemesis is close to death - 
remember that there’s a maximum 
of two acid gobs per screen. 

Always keep a check on the 
number of Terminators left to 
shoot on each screen (the number 
on the bottom left). When there are 
five or six left to shoot, move 
towards the exit (marked on the 
map) in order to avoid having to 
rush when the number reads zero. 
Failure to reach the exit in time has 
fatal consequences. 


SPECIFICTIPS 

Screen Four - Shoot a Terminator 
so that its body lands on the mid- 
dle platform, allowing Nemesis to 
use it to step his way out. 

Screen Six - The way out is down. 
Shoot enough Terminators before 
falling into the pit. 

Screen Seven - This one takes 
quite a while to complete. Fall 
down the gap and guide Nemesis 
left or right before he lands. Shoot 
Terminators as they fall through 
the gap. It is possible to build a 
bridge of bodies in order to reach 
the ammo. 

Screen Nine - Build a pile of 
bodies on the right hand side of 
the screen so that Nemesis can 
climb to the exit at the top right. 
Screen Eleven - Shoot Ter- 
minators in the back and they fall 
on the platform creating a bridge 
so that Nemesis can climb to the 
top. 

Screen Thirteen - Unlucky for Ter- 
minators this one! Pile bodies on 
the left hand side of the screen and 
walk over them to the exit at top 
left. 

Screen Eighteen - Jump though 
the screen exit on the right to land 
safely on the next screen. 


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OINK (CRL) 


JET SET WILLY II 


Heeere’s Jim Blackler of Lancaster with some brilliant POKEs 
for this ageing follow-up to a follow-up. Just type in the listing 
and follow the on-screen instructions for a really fun time. 


1040 FOR 1=355 TO ^Q^'A-pOKE 374, A 
SIKV'mnbS E LIVES (y’/N)”;A$: 1F AS=“ n ” 

^ ; SIN A PUT^EF 1 ASTRA N SP0RTERBEAMCV/ 

*i N) ” ;A$ * *‘M” THEN POKE 390,173: POKE 

• 1110IFA$=‘N THB« w 

• . 395 , 173:POKE 400,173 Q TQ F1N 1SH (0- 

:s ssswssn--* 

# I Vi 40 DATA 1 69, 174, 1 41 , 98, 84, 1 69, 1 , 1 41 . 25. 

I 169,96,141,32,115 14 i, 160, 78, 169, 109, 

« 1150DATA20M, 84, 169,4, 1^,^^ ^ 

1141,244,81,169, • ?5 169 ,13, 141 , 234, 75, 

;l 169/ 7°5J41 7 235 75, 76 0 56 1 69,99, ^ ^ ^ 


Have you read the comic? Great isn’t it — a bit like a junior Viz 
(and if you haven’t seen that, you’re really missing something). 
Have you played the game? That’s great too - especially when 
you’re playing with unlimited lives. If you’d like to do the same, 
just load the program, reset the 64 and enter the following: 

POKE 31 991 ,227 Unlimited Pimples 
POKE 32215,0 Kill sprite to sprite collision on 
Pete’s Pimple 

POKE 39923,227 Unlimited Rubbishmen 
POKE 43574,0 Kill Rubbishman’s collision detec- 
tion 

POKE 47774,227 Unlimited Tom Thugs 

POKE 47426,1 Kill sprite to sprite collision on the 

Tank. 

If you want to see the end POKE 16433,12 to fill all the panels. 
When you’ve made your changes, enter SYS 1 6384 (RETURN) to 
start. If you haven’t got a reset switch then type in the following 
listing, RUN it and load the game as normal. The 64 resets when 
the game has loaded, allowing you to enter any of the above. 
Thanks to David Slack of Maidstone, Kent. 


■I 1 0 FOB Y = 6 ™ J°J d 6 a = A+ D-.NEXT Y 

I i 20R p E f° 756 8THENSYS679 

I I 301FA-7568 nATA”‘END 

' 40 PRINT “ERROR IN D ■ 1412 45,3, 169 i* 

50 DATA 32, 44, 24 , • ’ 169 i 9 6, 141 '• 

l\ 55DATA2.141 .V *-*.™'* ’ ?6 ,0,4,169 .« 
*> 60 DATA 55, 5 169,2,1 41, g 41 _ 252 , 65 

* 65DATA128, 141,251,65, 7 31j 2 o 2 

•< 70DATA162.15 189,219 2 20 1, 96 \ , 

I 80 DATA 208, 7, 169, 5b, , 

i J 


Aievotf 


iK^ibteenoujn 


mao on 


the 






ZYNAPS (Hewson) 


Blast ’em, maim ’em. Kill! Kill! Kill! This listing doesn’t make the 
game any easier, as you go back to the beginning of a level 
every time you die - but at least you don’t have to go all the way 
back to the start! All you have to do is type in the listing, RUN it 
and unlimited lives are yours. And all that is thanks to Zoltan 
Kelemen of Tyreso, Sweden. 


I! ^^1^11,3,9^ 69,189^41,146,183, 

141,2,184,108,47^0 



BOMBJACK (Elite) 


Right, here goes a series of pretty unusual POKEs. First of all 
load the game, then reset the machine. Now, here’s where the 
fun starts. 

If you POKE 5112,234 (RETURN) followed by SYS 3101 (RE- 
TURN) and clear the first screen, Bombjack stands still and 
listens to the music. 

Reset your CBM again and type POKE 5112,123 (RETURN) 
and SYS 3101. When BJ walks past a hostile, six Bombjacks 
appear on the scoring column. 

Reset the computer again and enter POKE 5115,123 (RE- 
TURN) POKE 51 12,123 (RETURN) POKE 51 12,255 (RETURN) and 
restart by typing SYS 31 01 . You now have a remix of the music. 
Start the game and move past some hostiles. Stand Bombjack 
still and listen to the remix again. 

Thanks very much to Mark A Skinner of Moulton, South 
Glamorgan for those unusual POKEs. Has anybody else qot 
anything like it? 


The film isn’t much cop, and unfortunately the game reflects 
this a little top well. Still, if you’ve bought it, perhaps you’d like 
to make use of this Mick M ills and Al unlimited lives listing^ which 
provides fun for all the family. Just enter and RUN it for unlimited 
lives. 


=49152 


run i ■ 

READ A:POKE 
i L=L+ 

NEXT 


• . 




I 6U iNtA i ^ tmjcm an 

1 70 READ C:1FT=CTHE xx10+90'.END i 

80 PRINT “ERROR IN DATA Xxi u , 

95 PRWf "SYS 49152 TO LOAD AND RUN.” I 

99 END i 7 n ifift 32 186,255,169,1150 

100DATA169, 1,170, 168 3 , ,1145 

DATA 0, 32, 189 255. 32, 213. 255, 

DATA 32, 141, 168 4. 169 ’ 4 ?62 2, 638 
130 DATA 4, 169, 62, 141,93, , 4 ^ gg1 

140 5 7 162 49 189’, 56, 192, 157, 921 

170 DATA 201 , 2, 240, 4, ^ 169 ,208,809 

, 180 DATA169, 4, 153, , . ■ 4g 25 62 2 

• 190 DATA 141 , 47,25, 16 , 6, ■ ^ U1 y84 

» 200 DATA 169, 141, 109, 31 J 69, ?g g38 


• • ' 


• . • 



ssssssssSs’ 




ACTIVISION 

ENTERTAINMENT SOFTWARE 


TM &©1987 Bally Midway MFG.C0. 

All rights reserved. Activision Inc. Authorised User. 




TIPS 


I sKS 5fs f([3 




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m 






r^f^TfrS 


/ c\ i sis y ~ 




! TO 35871 :READA:POKE 


I 



i l,A:C-C+A:NEXT l:IF 0=6082 THEN SYS 35 r<;i 
1 4 PRINT “ERROR IN DATA” 851 


1 SJ! 1 ;*™ !S ¥■' ** »■ S» 


'^ATA3,.,e6, 25 5;iV,8?^,r 255 


NEMESIS THE WARLOCK 


(MartechJ 


There was a little ‘feature’ in the listing printed in last month’s 
tips section which caused the game to crash after a while - but 
Mick Mills and Al have rectified it with this new supabrill version, 
which also includes the option of an auto-exit! Just type in the 
listing, RUN it and follow the on-screen instructions. 


f > 


®| 10 L=49152 
•' 20 FOR X=1 TO 14:T=0 
»i 30 FOR Y=1 TO 8 
I j 40 READ A.POKE L,A 

>l 50L=L+1:T=T+A 

60 NEXT 

»! I° READC:IFT =CTHEN90 

’! 90 S T “ ERR ° R ' N DATA ”Xx10+90:END 

J 93 GOSUB 300 
i 94 GOSUB 400 

• j £ eSd T “ SYS 49152 T0L0ADAND R^. 

1 1 1 10 SaTA 0 6 32 1 i 89 7 °25f k?'o 1 86 ’ 255 ' 1 69 ' 1 1 50 

• I 120DATA26 ?4 isnl' fj 13 ’ 255 ’ 169 ' ^ 

I,' 140DATA44 M op r R 14 L 91 ’ 56 ’ 169 ' 8 °1 

• ! I 50 DATA 5 6 ; 76, 25, 8 ,162 iXj® 

I N;“ PR,NT " DOVOUWANT,N ™'reA M M0 7m I 

J 32 0GET A $;lFA$<>“Y”ANDA$o“M”TLjirM * 

J 33° IF A$="N” THEN POKE 49220 1 THEN320 | 

! 340 PRINT A$:RETURN ’ 1 

| 400 REM 1 

410 PRINT “ DO YOU WANT INFINITE AMMO? (Y/ j - 

420GETA$:IFA$<>“Y”aNDA*^“m»t i 

430 IF A$=“N” THEN POKE 49225 214 20 '' 

440 PRINT A$:RETURN 5 ’ 2 ' « 


STAR PAWS (Software Projects) 


The trouble with this merry romp is that you can always get so 
far, then when there are about six birds to get, Rover dies of 
starvation! If this is happening, take this Zoltan Kelemen cure - 
an easy-to-use type in listing which just has to be entered and 
RUN. Go for it, and save the universe. 



! C=C+A; NDTT I™ 1 ° 526: READ A: P0KE '.A: 

READ A: 


NEXT I: IF C ; 3 988 THE^SYs'S ' A ' ° =C+A 

5PRINT“CDD^n,,., _ 1°505 


PRINT “ERROR 
6 DATA 


IN DATA! 


162,1,168,32,186,255 


14 ^’ 5 ' 84 ’ 76 . 1,82, 198, 157 


7 


~ A ' ’ 'UU, OO, 

DATA 213, 255, 78,215 


32 > 189, 255, 32 


169, 


186,23,76, 0,16 , 5>8 ’ 76 ’ 32 ’ 8 ’ 169 - 9 6, 141, 



I’ve really got into the arcade version - it’s brilliant. The 64 
version isn’t too bad either, and the gameplay and music are 
both absolutely spot-on. The later levels are a little tough, so if 
you require a helping hand with some unlimited lives, simply 
type in and RUN this Zoltan Kelemen listing before loading the 
game. 


3F0R|=512 T0 53 3 ;read 


A.POKE 


I.A:C=C+A:NEXTI 

ssssr 


THE LAST NINJA (System 3) 


After last month’s tips, I wouldn’t have thought you needed 
these infinite lives POKES. However, if you’re still having 
trouble, type in and RUN this listing before loading thd game for 
a never ending supply of Last Ninjas. Cheers to Tim and Ian 
Fraser of Ruislip, Essex. 


•POKE 


, 3E ° RI=579T °640:READA 
l,A:C=C+A:NEXT I 

| 4 A F C R r =3 A 722T ° 31735:REA D A 

l,A.C-C+A:NEXT l:IF C=8 

5 PRINT “ERROR IN DATA 

6 DATA 198, 157, 78, 41 3 
yn^rf’ 32 ’ 189 ' 255 ' 32,': 

La If 40 ’ 2 1’ 3 ’ I 09 , 128 

244,238, 169, 166, 141,20 

8 DATA2 °- 3. 162, 121,’ 142 

»> 81 ’ 3 ’ I® 9 ’ 197, 141, 135, 12 
i 9 U AT A 0,0, 169, 49,141,15£ 
i 96 

- 


POKE 


THEN SYS 579 


162, 1, 168, 32, 


120, 136 


237, 2, 238, 119, 


206, 179, 3, 76, 


191,3, 12 


234,141,160, 


"Y 


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MSX 

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COVERING . . . 


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Spectrum 

AmstratOlM 

Atari ST 


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THE BEST 
THING TO HAPPEN 
TO COMPUTER MAGAZINES 

SINCE 

CRASH AND ZZAP! 64 







WHEREVER TECHNOLO* 
TO ENTERTAINMENT 
THE GAMES MACHINEV 
BE REPORTING ... 1 


THE GAMES MACHINE represents a brand new way of approaching home computer 
entertainment - apart from reviews of the latest games to appear on 8-bit and 16-bit 
machines, we’ll be taking a regular look at the games console scene, examining^^ 
technological gadgetry and producing in-depth features on computer- 
related topics. Any idea what happens when a hypnotist teams up 
with a couple of video technicians? 

Read Issue One of the GAMES MACHINE and find out! \ ^ 


TECHNO FUN 


Having fun doesn’t stop with computer games. The dedicated 
console looks set to make a comeback, and soon we’ll be 
seeing games developed for *he home micro making their 
debuton machines which are completely new to the UK. 
Water-pistol fights and games of tag will 

never be the same again. Nowadays \ 

rrv the well-dressed dude dons 

a water-sensitive tabard and 
Jfc plays battery-powered water- 

1 1/ jrilfc games with HYDROFORCE.' 




With MIDI 

equipment and ar 
8-bit home micro 








jOGY is applied 


Interactive fiction, as pioneered 
by Jackson and Livingstone, 
brings a whole new meaning to 
reading for pleasure. And 
printed paper is one of the 
oldest ways of getting 
entertainment into people’s 
homes. We’ll be looking at new 
developments on this front, 
including board games, Play By 
Mail - and maybe even Softstrip, 
a new means of distributing 
software on machine-readable 
paper. 


iPinaii 






mi m 
mmi 


ARCADE EXCITEMENT 

Arcade games have provided a rich source of 
inspiration for games on 8-bit micros - and 
now 1 6-bit machines like the Amiga are 
actually being used inside arcade machines! 
Sega’s arcade hit Out Run is due on home 
micros before Christmas, courtesy of US 
GOLD, but it looks like the first ‘home’ version 
of this game will appear on the Sega console. 
We’ll be keeping you posted with regular 
updates on the arcade scene. 









SIGNATURE OF PARENT OR GUARDIAI 
IF UNDER 18: 


WHO KNOWS 

WHAT 

TOMORROW 

WILL 

BRING? 


On the 17th of September something 
wonderful is going to happen. The shelves 
of newsagents across the country will be 
graced by the presence of an incredible 
new publication . . . It’s called THE 
GAMES MACHINE, and these four pages 
provide a brief look at what you can 
expect to see in the bumper first issue. 
Graeme Kidd (far left) and Gary Penn are 
the dynamic duo behind THE GAMES 
MACHINE, taking a highly effective and 
radically different approach to reviewing 
games and covering the software scene 
in general. 

Find out about Lazer Tag - tipped to be 
the toy of the eighties - in our in-depth 
look at seven different available systems. 
Dedicated consoles have returned with a 
vengeance and greatly improved hard- 
ware - but what do they have to offer? 
And on the home computer front ... US 
Gold, Gremlin Graphics, GO!, Novagen, 
Firebird, and Activision all have some out- 
standing software under wraps for the 
Christmas period. Issue One of THE 
GAMES MACHINE has the answers, and a 
whole lot more besides . . . 

Don’t miss out on what’s happening in 
the rapidly changing world of 
computer and electronic 
entertainment - use the form 
below and get your copy of 
THE GAMES MACHINE reserved 
at your local newsagents. 


Dear Newsagent 

Newsfield, the publishers of CRASH and 
ZZAP 64! are launching a new magazine 
in September and I want to make sure I 
don’t miss out. Please order me a copy of 
THE GAMES MACHINE, which is pub- 
lished on 17th September. In case of diffi- 
culty, those nice people at COMAG will 
make sure you can get stocks from your 
wholesaler for all those other people who 
are going to come in asking you for this 
wonderful new magazine! 


NAME 

ADDRESS 






Wmmmm 


I didn’t expect to get a ’R.I.S.K.’ order ... none of usever does 
I mean. Galactic Command doesn't call for a Rapid Intercept 
Seek and Kill operative unless all else has failed ... but 
why do I get this feeling I'm gonna be on my own this time! 


THE EDGE, 36/38 Southampton Street, London WC2E 7HE 







SUBSTANCE? 


Weary and battle-stained messengers tramped across the war-torn 
wastes of North Oxford, ploughing through the battle lines of 
Japanese tourists and French school parties to bring despatches 
announcing my finals results. Yes - I got a second like everyone else. 
Now I’ve retreated from the centre of the city, the bit where all 
the nice buildings and the tourists are, to be a great writer and starve 
in a garrett. I’ve started my next novel and I’ve all sorts of ambitious 
plans to write for television, so watch out for my name on the screen ! 

Now to work . . . the conflict between Presentation and Content 
in wargames is an interesting one, because war and strategy games 
are the only kind of computer software which can tolerate any sep- 
aration between them. And it does seem to be a conflict; I have 
become uncharitably suspicious of games which load up looking 
polished and sporting design gimmicks, as one of this month’s 
games, Blitzkrieg, does. I’m beginning to wonder whether it’s a 
question of attitude on the part of the game designers. ‘Real- Ale’ 
wargame writers signify their intention to present a serious piece of 
complex strategic gameplay by swarthing it in a clumsy order frame, 
which just barely escapes hampering the playability, and dressing it 
in such unappealing graphics that none but those who take these 
things suitably seriously would ever be attracted to play their game. 
Commercial software houses, on the other hand, imagine that even 
when playing a wargame, what the average buyer really wants is 
another something ’em up, so they produce a piece of software to the 
high standards common in the arcade genre, which turns out to be 
a glossy but ineffective imitation of a real wargame. This may well 
be an over-simplification, but I’m thinking of Battlecruiser and 
Blitzkrieg as relative examples of each approach. 

In other genres, technical advances have always been welcomed 
as actual steps forward. The impact of presentation in an arcade 
game is always very strong, and can genuinely affect the value of the 
game. There was a time about two years ago, when I first came to 
computer gaming, when the programming and presentation 
advances over the preceeding 18 months had been amazing. Spec- 
trum game collectors could look at previously acclaimed programs 
like Manic Miner and then at the recent masterpieces like Knight 
Lore, Alien 8 and Lords of Midnight and rejoice. Every new issue of 
CRASH and the late lamented PCG seemed to contain a blockbusting 
review of major breakthrough, and truly these were wondrous times 
to be alive in. 

These breakthroughs boiled down to programming and presenta- 
tion. Knight Lore was not intrinsically a better game than Manic 
Miner (and some people would argue strongly to the contrary!), 
except that it created a novel illusion of three dimensional solidity 
which most people then found added a great deal to their enjoyment. 
The total aesthetic appeal of the program was greater. Nobody com- 
plained that the revolutionary graphics and the slick programming 
made it commercial and glib, though later Ultimate productions cer- 
tainly had plenty of abuse of this nature heaped upon them. 

Strategy and wargames are not the same as arcade games 
because the base of their play is different, as I’ve tried to explain in 
past reviews. Wargames in particular do not generally attempt to 
create their own fantasy world — except in special instances - they 
are interfaced with reality, and expect the player to consider them 
very much as a means to the end of simulation, whether of a battle 
or a war machine. It is because they are less self-contained that they 
can get away with shoddy presentation, but still they reduce their 
aesthetic appeal and so, for no reason, they reduce their impact. 

Commodore disk-based games in particular have no excuse, for 
they are not hampered by very great memory restrictions. Perhaps 
we’re past the era of real technical programming advances, and 
perhaps it’s unrealistic to hope for something of the sort to arrive in 
the form of a wargame. Wargame writers seem to be great 
traditionalists. But it’s not too much to ask for a neat screen display, 
an attractive character set, clear and (if possible) imaginative-look- 
ing unit counters, and some orders system which doesn’t take half 
an hour to manipulate. Music is not necessary. 


STYLE OR 







-24 


SIMULATOR 

SSI, £14.99 cass, 

£19.99 disk 


PRESENTATION 75% 

Quite a ‘ solid ’ appearance and 
thankfully no disk access 
pauses, but the program 
seems sluggish to respond to 
the joystick and keypresses. 


GRAPHICS 70% 

The landscape is pleasant, 
with aerially-visible features 
like roads convincingly marked 
- but the plane itself has about 
three frames of animation. 


RULES 95% 

The documentation is a major 
feature, containing a large 
amount of information about 
Ploesti and the missions that 
were sent out over it. 


AUTHENTICITY 93% 

Despite the lack of ‘real’ flight 
simulation graphics, it’s easy 
to get absorbed in the histori- 
cal atmosphere. Also, the 
plane’s dynamic reactions to 
flight conditions are very cred- 
ible. 


PLAYABILITY 89% 

Once you’ve got the hang of it, 
it’s difficult to stop. 


OVERALL 90% 

A convincing and absorbing 
game, which may well appeal 
to those who don’t usually like 
conventional flight simulators. 


dimensional movement . . . and 
therefore no sensation of flying 
at all. And although the stick 
drawing aeroplane does point 
itself in the right general direc- 
tion when the player changes its 
bearing, it does so very 
inexactly. Information about the 
plane’s precise location is 
gained from the numbers on the 
instrument panel, which yet 
again makes no attempt at vis- 
ual realism. There are no blurred 
dials or unhelpful lights in this 
flight simulator. All instruments 
give their readings in neatly 
arranged numerical form, and 
the main difficulty in learning 
how to fly the plane is remem- 
bering which of these numbers 
are important. 

All this may be seen as a draw- 
back for those looking for a flight 
simulator — but for those looking 
for a game, I think the com- 
promises are worth it for the 
sake of clarity. The actual 
mechanism of the B-24 is 
authentically simulated, and the 
plane reacts noticably to carry- 
ing extra weight, to wind 
speeds, and to limping along 
with three of its engines out and 
one of its wings on fire. 

The relevant parts of Italy, 
Yugoslavia and Rumania are 
divided into ten-by-ten mile 
squares, filled either with moun- 
tains, land, sea or hill. These ter- 
rain types are important insofar 
as it’s best to fly at a sufficient 
altitude to avoid crashing into 
them. One screenful represents 
one square on the glossy card 
map provided, so if your instru- 
ments are taken out in combat 
it’s possible to navigate ‘by 
hand’. Normally, pressing a key 
will bring up a navigator’s 
report, telling you precisely 
where you are, with co-ordi- 
nate’s exact to two decimal 
places. 

When playing the campaign 
game, the player has to choose a 
mission to any one of the 12 
refineries situated around 
Ploesti. Daily production figures 
are displayed on the campaign 
screen, and as they are taken out 
their production will drop. Hav- 
ing chosen the target, the aim is 
then to get to Ploesti— balancing 
the amount of fuel taken with a 
sufficient number of bombs. 

Before you can head off 
Ploesti- wards, you have to 
assemble your squadron. This 
involves circling above the air- 
field at the right height, keeping 
up the correct speed; if any bom- 
bers drop out, that will be one 


less ror tne mission. There s also 
a fighter escort to pick up at a 
specified location, to protect the 
bombers from ‘bogeys’ on the 
journey out. Near the target, if 
you get therein time, you pick 
up a bombing escort. To bomb 
successfully, you have to be 
exactly on the right course - 
something which requires a lot 
of fine manoeuvring. A strong 
wind can make it very difficult to 
attain and maintain any course 
at all. Bomb sights, which come 
into operation once you open the 
bomb doors, enable you to fine- 
tune your position and send the 
bombs away almost exactly over 
the target. 

It’s concentrating on the mis- 
sion that gives this game atmos- 
phere, and the superb documen- 
tation - there’s a separate book 
full of information about Ploesti, 
including an extract from a B-24 
pilot’s autobiography — 
enhances the sense of involve- 
ment which is invited by the 
straightforward gameplay. A 
minor complaint is the irritating 
drone of the plane’s engines 
which keeps going throughout 
the flight, though when you stall 
or run out of fuel, the silence that 
ensues is suitably ominous - and 
you can always turn it down. 
The difficulty level is adjusted 
by altering a set of parameters 
such as engine reliability, and 
whether you want any weather 
or not, so the challenge is exten- 
sive. 

Maybe it would get boring 
eventually flying back and forth 
to Ploesti if you really played the 
game to death, but you have the 
option of bombing Bucharest for 
target practice, and the fact is 
that this flight simulator, unlike 
many, encourages persistance 
and playing until the early 
hours. 


achine simula- 
tions are, when 
you think about 
it, at one 
extreme of the 
wargaming 
scale. Some 
games allow 
you to move 
armies across continents over a 
period of months, some ask you 
to direct divisions in a single bat- 
tle, and a few let you position 
individual men in combat. Simu- 
lation games however put you 
directly behind the gunsight, 
and let you press the buttons - 
they represent a cross between 
the action of arcade gaming and 
the ideas of strategy gaming. 

B- 24 Flight Simulator and 
Combat Simulator, as it’s more 
or less called (hardly a memora- 
ble title I trust you’ll agree), puts 
itself firmly in the wargaming 
camp. A more appropriate title 
would be something like ‘Mis- 
sion Over Ploesti’, although the 
operation of the gameplay 
involves flying a B-24 bomber at 
a level of some mechanical 
detail, the focus is firmly fixed 
on the object of the flight and 
most of the excellent documen- 
tation concentrates on the 
target rather than the machine. 
This is an unusual emphasis for 
a flight simulator, but it turns out 
to be what makes B-24 more 
playable and absorbing than 
flight simulators usually are. It 
achieves this by cutting out 
what is normally considered to 
be an essential element in this 
sub-genre, the computer-gener- 
ated impression of flight itself. 

During the Second World War, 
the town of Ploesti in Rumania 
provided Hitler with most of his 
oil for the Axis War effort. It was 
reckoned that if the numerous 
oil refineries around Ploesti 
could be bombed into non-pro- 
ductive oblivion then Hitler’s 
war machine would creak to a 
rusty stop. Accordingly, both 
the British and American air- 
forces launched a series of 


bombing raids on Ploesti, which 
was once known as the ‘white 
town of black gold’. After 339 
bombers had been shot down 
over there during the 25 attacks, 
it was called ‘the bombers’ 
graveyard’ by Allied air crews. 
The campaign game allows the 
player to fly the 19 missions 
attempted by the (presumably 
American) 460th Bomb Group, 
which was based at Spinazolla 
near the East coast of Italy. 
Essentially the player is fighting 
history; the aim is to get the pro- 
duction of oil refineries down 
lower than the historical figure 
after the B-24s had finished their 
attack. Doing better than the 
original crews means that you 
will shorten the Second World 
War. 

Thoughtfully, the game also 
provides the player with an easy 
introductory mission; bombing 
another town, Mostar, which is 
right on the west coast of Yugos- 
lavia, and is therefore easy to 
reach from Spinazolla. There is 
also a particularly difficult indi- 
vidual mission to Bucharest, 
which is so far from base that it 
requires efficient flying to make 
it there and back without carry- 
ing so much fuel that there’s no 
room for a sufficient number of 
bombs. 

The screen display does not 
show the interior of a cockpit, as 
one would usually expect of a 
flight simulator. Instead, the B- 
24 is viewed from above as an 
extremely basic aeroplane 
shape, flying over a pleasantly 
drawn and detailed landscape. 
The first ‘screen’ shows the 
landing strip, viewed at close 
range, but as soon as the plane 
lifts off the player finds himself 
looking down at the ten-mile 
square surrounding the airbase 
from an indeterminate height. 
Although, of course, the aerop- 
lane can move up and down tens 
of thousands of feet, there is no 
visual representation of three- 


► 


\ 



ZZAP! 64 October 1987 71 






TRATEGY 



BLITZKRIEG 

Ariolasoft, £9.99 cass f 
£12.99 disk 


litzkrieg has a 
wide, sweeping 
sort of scenario, 
expressed in its 
sub-title - ‘The 
game from the 
rise of Hitler to 
the fall of Dun- 
kirk’, with Dun- 
kirk crossed out and England 
written above it in crayon. It is 
immediately apparent that 
Blitzkrieg is going to be one of 
those ‘change the course of 
European history on a grand 
scale’ games, and the basic task 
facing the player is to conquer 
Western Europe in time for tea. 
The game runs from May 1st to 
September 30th, year 
unspecified, at which date, 
apparently, the weather 
deteriorated; and it is in real 
time, with each turn taking 
about 15 seconds. 

There are some strategy 
games which work with a real 
time setting, but they are not 
very many and they really have 
to be a concept designed around 
the need for the player to think 
and move fast. Having seen sev- 
eral real-time wargames which 
expect the player to rush divi- 
sion counters around as quickly 
as possible, I have come to the 
conclusion that no game of this 
type can be very successful - 
and in fact they’re very often 
confusing and unplayable. I 
wonder if designers incorporate 
real time gratuitously because 
they feel that computer gamers 
expect ‘game space’ action. 
Arcade games exist in their own 
self-created fantasy world, and 
in their own time as well. ‘Real 
time’ is a fallacious term; real 
time for a wargame would be 
weeks or months. Real time 
means game time, and by asking 
a wargame to exist in game time 
the designer squeezes it unav- 
oidably into being just that - a 
game. Wargames are games, of 
course, but unlike arcade games 
they are supposed to stand for 
and evoke a reality. And real 
generals had weeks to make 
major strategic decisions, and at 
least a day to choreograph a bat- 
tle. They certainly did not have 
to conquer Western Europe in 40 
minutes, which is how long the 
instructions say that a game of 
Blitzkrieg lasts. They didn’t do it 
in an afternoon either, but 
games which allow the player as 
long as he wants create an illu- 
sion of space . . . however much 
time they really spend on it. 

These are what I would call 
the psychological and artistic 
objections to a real time war- 
game. Blitzkrieg does nothing to 
overcome them, having a very 
‘toytown’ and unrealistic atmos- 
phere. And it demonstrates a 
more obvious disadvantage; it’s 
impossible, or very difficult, to 

72 ZZAP! 64 October 1 987 


keep control of everything that’s 
going on. Wargamers usually 
only have two hands and one 
brain, and real time wargamers 
of this type seem to require them 
to have several of each. 

Blitzkrieg is beautifully prog- 
rammed and presented, which 
makes its rapidly apparent 
unplayability all the more disap- 
pointing. The game loads with 
an optional fast-loader, after a 
warning that it will only work 
with ‘perfectly aligned’ disk 
drives. I was surprised to find 
that my disk drive was perfectly 
aligned, but the loader is cer- 
tainly fast. 

The opening options screen 
allows the player to spend 
resource points on altering the 
initial balance of forces, or to 
view plan diagrams about the 
weaponry used in the game. 
Selecting the latter option 
brings up a series of attractive 
line drawings and a smattering 
of information about the tanks, 
which, although very pretty, 
does little to compensate for the 
complete lack of back-up mat- 


east of England. There are no 
features marked on the on- 
screen map, and the cities look 
like rabbit’s footprints for some 
reason. Fortunately there is a 
more informative map on the 
reverse of the instruction sheet. 
It indicates the names of cities, 
shows terrain, and superim- 
poses a grid over Europe for easy 
reference. When the data card of 
each unit is examined, the 
player can pin point its position 
on the more detailed map. In 
principle this is a good idea, but 
in practice time seems too pre- 
cious when you’re into the 
game. 

At the top of the screen a 
counter ticks away the days at 
the rate of one every 15 seconds, 
and at the bottom there is an 
arrangement which represents 
a set of index cards. These are 
pulled up — literally - by the func- 
tion keys, and are the menus 
which drive the game. One gives 
access to utility options, one to 
the main command menu, one to 
the status of the selected unit 
and one is a file which keeps 



erial in the rules. 

You can take the easy way in 
and go for the default set-up, but 
it is perhaps more interesting to 
play about with the industrial 
resource units and build yourself 
an army. You can choose your 
own level of IRIs between 100 
and 400 and then spend them on 
division strength, medium and 
reconnaissance. The allocation 
of resources is controlled in the 
form of a letter sent to you as the 
general, which is the first of 
many imaginative and indi- 
vidualistic touches in the 
design. There are four types of 
division - Air and Ground Pan- 
zers and Air and Ground 
Amphibious - and they can be 
bought with or without medium 
tanks, which increase the com- 
bat value. The amphibious divi- 
sions are important if you have 
an acquisitive eye on Britain, the 
conquest of which is of course 
unhistorical and will earn you 
80,000 points. When you’ve 
finished the next part of the pro- 
gram loads, without the fast 
loader this time. 

The map is split into two 
screens, representing the North- 
west of Europe and the South- 


track of all messages sent to you 
by the division commanders. 
This is a lovely piece of design, 
but despite its originality, one of 
the game’s main weaknesses is 
caused by this superficially 
attractive system. 

To give a division any sort of 
orders you have to pull up the 
appropriate card, and then 
adjust the commands on it by 
scrolling through a menu for 
each part of the order. This is 
surprisingly and frustratingly 
fiddly, and quite time-consum- 
ing too ; first you have to find the 
number of the unit you want, 
then the kind of movement 
order, and then the number of 
squares you want it to move. 
Sending the order drops the card 
back down, and the process has 
to be repeated for the next unit. 
And there can easily be 16 divi- 
sions on the board, all lumbering 
forward according to their last 
command and coming across 
various obstacles. In practice it 
is not easy to cope with more 
than a handful at a time, which 
leaves the rest idle. The game 
doesn't pause while you’re grap- 
pling with the order card menus, 
so every trip of the joystick is 


another major setback to the 
German Masterplan. 

On their progress across 
Europe the units can run into 
difficult terrain, which will slow 
them down or stop them 
altogether. When this happens, 
the division commanders send 
memos — neatly signed with 
their own names - to explain 
themselves. It is reasonably 
difficult to invade the Nether- 
lands because of all the bog 
about, which brings armies to a 
standstill. The way of gaining 
more detailed information about 
the terrain in each square is to 
go into the tactical view, which 
reminds me strongly of those 
arcade sequences which sit in 
the middle of many PSS games 
in glorious irrelevance. The tac- 
tical view puts the player inside 
a tank, and he can rotate the 
rights to have a look at the land- 
scape outside and plan his route, 
or so the instructions say. I found 
it difficult to make sense of this 
feature. 

Cities are captured by the unit 
which gets there first, and 
turned into red, rather than 
black rabbit’s footprints. No 
enemy units appear on the map 
at all, though their activities are 
reported by the division com- 
manders, so the game seems to 
be little more than a mad dash 
across the best terrain to take 
out the cities. Lack of success is 
abruptly rewarded by Hitler, 
usually with a bullet in the brain. 

This is not a satisfying game. 
It creates no reality and allows 
no scope for the exercise of skill, 
and because of the real time set- 
ting it is not particularly play- 
able. The lack of a workable 
game is all the more regrettable, 
and noticeable, because of the 
carefully polished presentation. 
It’s nice to see a wargame so 
well designed and programmed, 
but the best front-end in the 
world can’t hide an unsound 
game. 


PRESENTATION 91% 

Slick programming, imagina- 
tive design, and a printed map 
to supplement the screen dis- 
play. 

GRAPHICS 88% 

The screen map itself is rather 
dull and bland, but the rest of 
the graphics are very attrac- 
tive. 

RULES 60% 

Minimal, but functional under 
the circumstances. 

AUTHENTICITY 40% 

Creates no sense of realism — 
largely because of the ‘real- 
time’ setting. 

PLAYABILITY 51% 

The orders system is pretty but 
unwieldy, and it’s difficult to 
cope with all the units at once. 

OVERALL 55% 

Disappointing. 






N. 




liill 


SPATCH ES 


Once again a month has gone by and I haven't exactly been 
snowed under with mail. Many thanks to those of you who have 
written in, but what’s the matter with the rest of you? It doesn’t 
hurt you know. Take one sheet of paper, one pen, and cover the 
paper with words in an approximately grammatical arrangement. 
Pop the paper in an envelope, lick on a stamp, and deposit it in the 
letter box. I’m beginning to feel very lonely. 

ABSOLUTE BEGINNERS 


Hi Philippa! 

In the July issue of ZZAP! you 
encouraged us all to write to 
you, and this is an attempt on a 
letter from a Dane, even though 
my English isn’t that good. (I hav 
lernt englis from e buck). But 
beside just being a stroke of 
madness, my letter has actually 
got a small reason. You see, I am 
actually not a war gamer, only a 
would-be wargamer. The 
trouble is that I don’t know what 
game to start with. It should be 
an easy game, because I’m not 
very experienced, see? Well, I 
have played wargames in my 
time, Theatre Europe kept me 
playing for a while, but in the 
end it became too easy for me, 
and then it must be very, very 
easy. Now I don’t know what 
game to play, and then I read 
this section in the July issue and 
then I thought to myself, ‘I think 
this Philippa Irving could help 
me,’ and I am still living in the 
hope that you can. Please give a 
suggestion for a beginner, and 
perhaps a suggestion of what 
game or games to play next. I’m 
getting tired of playing shoot 
’em ups and ‘that sort of game’, 
which can be really good, but I 
just feel I need a change, and 
since I know I do not want to 


play adventures, wargames 
must be the order of the day. I 
want to wish you best of luck 
with this section. It deserves the 
chance, and then we’ve got a yet 
more varied magazine - that’s 
nice. See you soon . . . 

H C Mikkelsen 
Skjern, Denmark 

You don't say whether you've 
got a disk drive or not, which 
makes recommending games for 
the Commodore difficult. If you 
have, I would suggest you inves- 
tigate SSI strategy games. They 
have an extremely varied 
catalogue, from pseudo role- 
playing to ‘machine simulation', 
and there’s bound to be some- 
thing to suit your taste. As for 
cassette-based games, I'm so 
new to Commodore wargaming 
that I couldn’t say with con- 
fidence! This is where all you 
older readers of the column can 
help myself and H C Mikkelsen. 
Why don ’t you write in with your 
suggestions for two or three 
good cassette-based wargames 
for the eager beginner, and I’ll 
compile a Ust — with your com- 
ments - to be published in a 
future issue. 

PI 


THE NEW 




• w 





TACTICS 




This new section of Manoeuvres is designed to provide those 
wargamers stuck in the trenches or stranded in the desert 
with a way out of their predicament. I can’t play every war- 
game extensively enough to be in a position to suggest 

fr» r hi«? ieS °l them ’ so we wil1 be relying on you to send 

in hints and tips for any game vaguely strategic. Come on 
chaps, Commodore strategy needs you! 

This month I have some tips 


on Shard of Spring from 

Philippa Irving of Oxford 
with extra suggestions from 

John Woods. 

In combat, Speed is almost 
the most important charac- 
teristic. No matter how strong 
and skillful a character is, if he 
only gets to hit the enemy 
once around he’s not going to 
be very efficient. Make sure 
that speed is high when creat- 
ing Warrior characters. For 
Wizards it is not so important, 
as they should not be put in 
the front line of combat — 
whatever it says in the rule 
book. 

Watch out for enemy 
Wizards, and magic-using 
creatures of all sorts including 
Skeletons, Mages and Dra- 
gons. The best way to stop 
them using magic is to get 
them involved in hand-to- 
hand combat. 

Mass damage spells are 
good value, especially if you 
put extra magic points into 
them. Putting more magic 
points into spells than the 


minimum required by the rule 
book increases their effective- 
ness - particularly important 
when you need to make an 
emergency healing speU in 
combat. 

Spider’s Bay is the town to 
find a Fighter’s Guild, to 
increase the level o' your War- 
riors. It’s quite far South and a 
little to the East of the starting 
position, on the South coast of 
the island. 

Terynor, the magic town, is 
where the Wizard’s Guild is 
found. It’s in the middle of the 
map, in amongst the second 
range of mountains you come 
across as you journey East. 

An interesting place to visit 
is Islanda, which can be found 
immediately to the South East 
of Athe, which is almost 
directly East of Spider Bay. 

Take heed of the warning in 
the rules not to venture too far 
East until you’ve gained some 
experience! There is a point 
on the map where the disk 
accesses, and beyond this 
49th parallel the random 
encounters get really tough. 


STRATEGY CHART 


Here ’ s your chance to decide the fate of your favourite strategy 
games, by voting in the ZZAP! strategy chart. Tell us your fav- 
ourite five strategy programs, and at the same time enter a draw 
for £20 's worth of software (not necessarily strategic) and a 
ZZAP! T-Shirt. Five runners-up will also receive a T-Shirt, so get 
your entry in as quickly as possible. 

The following are my five favourite strategy 
games in order of choice . . . 

1 


Name ... 
Address 




2 . 

3. 

4. 

5. 


Should I win this month’s prize, I would like the following £20’s 
worth of software . . . 


T-Shirt size S[]MQL[] 


Completed coupons should be sent to ZZAP! 
STRATEGY CHARTS, PO Box 10, Ludlow, Shrop 
shire SY8 1DB, to be received no later than Sep- 
tember 9th 1987. 




a»n. ' ™ as 9 passes 




you a one wai 


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Pausing only to cut off his left ear, Steve Jarratt gives his post- 
impressionist views on Rainbird’s Advanced Art Studio. Is it a giant 
among art packages or a mere Toulouse Lautrec? 

THE OCP ADVANCED ART 
STUDIO 


Rainbird, £24.95 Cassette and Disk 


A spiring computer artists 
will no doubt be familiar 
with Rainbird’s first steps 
into the world of pixel pictures, the 
OCP Art Studio, an art package 
which utilises the 64’s hi-res mode 
to create monochrome or 
attribute-coloured pictures. 
Released last year, the packaging 
included a slip which mentioned 
the Advanced Art Studio - an 
upgrade which is now available. 


The disk version loads the art 
program directly, but before the 
cassette version can be used, a 
back-up copy has to be made. The 
master program asks for details 
about your printer, allowing the 
user to configure the program cor- 
rectly (the default being the Com- 
modore MPS 801). The art prog- 
ram is saved onto a blank tape 
(provided by yourself) and is 
loaded in when you want to draw. 


No, this is not a picture of Glenys in the morning - it’s a colourful demo 
that comes with the advanced art studio package! 


The master program is left 
untouched, and is only used when 
a different configuration is 
required or if the copy becomes 
damaged. 

The program’s protection 
comes in the form of a typed input 
from the manual - failing to 
respond to the program’s request 
causes it to crash. 

The latest version of the Art 
Studio makes full use of the Com- 
modore’s capabilities to create full 
colour pictures in multi-colour 
mode. The utility is totally WIMP 
driven (no, this doesn’t refer to the 


user) which means that a system 
of Windows/Icons/Menus and a 
Pointing device is used to manipu- 
late the program. 

The ‘pointing device’ refers to a 
small floating cursor which is used 
to access the features and is 
moved around via the Keyboard, 
Joystick, Koalapad or Mouse 
(Datex, AMX or GEOS - not 
NEOS). The cursor doubles as the 
brush, and. while the two former 
methods are sufficient, only the 
latter options are considered to be 
of any real use. 

The cursor tends to be a little 
too large and can become slightly 
annoying, especially when trying 
to do fine work in ‘fill’ and ‘mag- 
nify’ modes. A choice of cursors, 
or cursor redefine mode would 
have be a useful feature to remedy 
this problem. 

Drawing is carried out via Brush, 
Pen or Spray Can, with a variety of 
‘nibs’ and spray formations availa- 
ble. The brush can be totally rede- 
fined to suit requirements, and 
may be used to draw many small 
items repeatedly - one tree soon 
becomes a forest. 

A major problem often occurs 
when drawing a line ‘freehand’. At 
any reasonable speed the line 
tends to break up, leaving it dotted 
and in need of touching up if a fill 
is intended. The only obvious way 
around this is to draw more slowly 
(very slowly in fact), or to use the 
continuous function which con- 
nects two defined points with a 
straight line. While being quite 
effective, this is rather limiting - 
:and is practically useless for 
^curves. 

T -Other drawing functions include 
\ rdys from a specified point, and 
tba ability to draw squares and 
Jrlangles by defining opposing 
^cbrhers. Circles are drawn in simi- 
Tar fashion, but sadly, the option to 
, Create ellipses is missing. 




.*»• *♦***#•* 




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Points 

Lines. 

Cant, lines* 
Rectangles* 


Fife lUindoHsiriagnif ylSHapes.1 His*c 


Colour Palette 


ndo 


► Julian’s masterpiece 

demonstrates the wide range 
of effects which can be created 
by use of the line, circle and fill 

The main advantage of the 
Advanced Art Studio over its pre- 
decessor is the fact that it utilises 
the 64’s multi-colour mode - a 
definite improvement over the 
attribute-ridden hi-res. Although it 
allows greater choice of colours, 
some care and a little thought 
must still be taken to avoid colour 
problems. The multi-colour screen 
supports a 160 x 200 or 32,000 
pixel resolution, but is split into 
1000 8 x 4 pixel character 

squares or ‘cells’. Each cell can 
hold up to four colours, one of 
which is the paper or background 
colour common to all cells. Posi- 
tioning of colour is therefore 
slightly affected and attribute 
problems can still occur. This 
becomes clearly evident when 
attempting to put different multi- 
coloured patterned fills next to 
each other - colours from one pat- 
tern tend to bleed into the other, 
and the edges become jagged and 
discoloured as the machine 
attempts to put more than four col- 
ours within a cell. 

The fill mode is used to colour 
larger areas of the picture, and can 
be block (single colour) or pattern 
filled. Any area can be filled, but it 
must be bordered by an unbroken 
line, or the colour bleeds out 


File lUindOMii 


► The palette menu allows fast 
selection of any of 16 colours 

by, as the name suggests, blowing 
up the image to either two, four or 
eight times normal size. The 
screen can then be moved around 
in magnify mode, allowing the 
whole picture to be edited in this 
manner if necessary. 

Text entries can also be added 
to pictures and a full font editor is 
included so that a new character 
set may be designed. 

Both versions include a BASIC 
‘slide-show’ program which 
allows pictures to be loaded onto 
the screen without having to load 
the whole art studio program. 

Bearing in mind the limits of the 
64, the Advanced Art Studio pack- 
age attempts to be as complete as 
possible within the constraints of 
the machine. The inclusion of the 
Advanced Art Studio's predeces- 
sor makes the package tempting, 
but there are plenty of other art 
packages available including the 
superb. Neos Mouse and Cheese. 

The Art Studio has an extensive 
file-handling system, allowing full 
storage and retrieval of digitally 
conceived masterpieces. How- 
ever, as with any system that uses 
lots of access, the cassette ver- 
sion is almost unusable. One flaw 
with the disk system is the ability 
to overwrite same name files by 
mistake. Instead of a ‘file already 
overwrite y/n?’ prompt, 


► Steve’s superlative space pic, partially hidden by the ‘Shapes’ menu 


comprehensive windowing sys- 
tem, which allows areas of the 
screen to be copied or moved 
around as desired. Once a window 
has been defined, the program 
supports the options to Cut and 
Paste (effectively copy to another 
part of the screen); Cut, Clear and 
Paste (move without copying); 
Rotate the segment through right 
angles; Flip it horizontally or verti- 
cally, and even Re-scale it to a dif- 
ferent size. Any defined area can 
be saved to tape or disk, allowing 
a library of picture elements to be 
built up for later use. 

Digital doodlers will be pleased 
to hear that the program also 
allows mistakes to be easily cor- 
rected using the ‘undo’ option - 
effectively cancelling the last com- 
mand (Mark, Line, Fill and so on). 
After each entry, the previous 
screen is stored in memory so that 
if a command is entered wrongly 
or an unwanted change made, the 
previous screen is recalled to be 
re-worked. Unfortunately the 
‘undo’ option cannot be initiated 
while the program carries out a 
command. A fill that has gone 
wrong cannot, therefore, be can- 
celled halfway through: you have 
to wait for the rather lengthy pro- 
cess to finish before ‘undoing’ it. 

This option is also made ineffec- 
tive whenever the main screen is 
replaced with one of the other, 
larger features such as the pattern 
edit or magnify mode (this is 
because the main display must be 
stored while a secondary screen is 
brought into play). 

The magnify screen can be used 
to ‘touch up’ areas of the picture 


through the gap. A series of pat- 
terns are available within the prog- 
ram, and patterns and their repeat 
size can also be defined to enable 
complex designs to be quickly and 
easily created. 

A useful and technically impres- 
sive feature of the package is its 

► Ciaran’s abstract doodling 
uses the program’s built-in 
character set 


exists 

the program just goes straight 
ahead and carries out the save 
operation. If you wanted to load a 
picture onto the initial blank 
screen, clicking on ‘save’ instead 
of ‘load’ initiates the saving of the 
blank screen over the named pic- 
ture file, effectively erasing it. This 
is quite easy to do as the load and 
save commands are right next to 
each other ... I should know, I’ve 
done it! 

Bearing in mind the limits of the 
64, the Advanced Art Studio pack- 
age attempts to be as complete as 
possible within the constraints of 
the machine, and contains many 
features previously unavailable on 
other systems. The inclusion of the 
Advanced Art Studio's predeces- 
sor makes the package tempting, 
but there are plenty of other art 
packages available including the 
superb Neos Mouse and Cheese. 

I do recommended this, but with 
an element of caution - shop 
around, think long and choose 
wisely. 

STEVE JARRATT 

ZZAP! 64 October 1 987 7 


1 Circles 

1 

3 

Circles* 

2 

1 

Rays* 



1 las! it 


1 









. uus 


STIFFLIP SPOT 
THE BALL 


Cricketing fans were bowled over 
as Palace software offered a day 
at a test match to the winner of this 
Stifflip & Co competition. The prize 
went to the first person to correctly 
guess the position of an invisible 
cricket ball - he was Kent’s Lee 
Bassom. As a consolation, 20 
prizes of copies of the game are on 
their way to . . . 

Neeraj Patel, West Midlands, 
B70 9NF; Mr R Garcia, Herts, S98 
5LP; James Malley, Hampshire, 
P09 6AL; Adam Smith, Stafford- 
shire, OE13 OPB; John Curtis, 
Surrey, RH80QS; Lee McIntosh, 


Eastbourne, BN22 ODL; Daniel 
Smyth, Hants, S04 3PJ; Richard 
Payne, North Yorkshire, Y018 
8BA; Philip Whitehouse, Essex, 
CM16 5HA; Paul Kirk, Norwich, 
NR1 0 5JE; Nik Allonby, Cumbria, 
LAI 4 5TU; Paul Foster, Cumbria, 
CA13 OLH; J Ball, Hants, GU31 
5HY; Sean Hopkins, Hants, P02 
OLA; C Caines, Bristol, BS16 
3YJ; Paul Dorritt, Royal Anglian, 
BFPO 29; Colin Dunn, Tyne and 
Wear, SR2 7PL; Michael Sharpe, 
Peterborough, PEI 5JQ; Jason 
Mooney, London, SE4 1HQ; 
Christopher Curtis, Essex, SSI 4 
1RB. 


DOMARK’S 
DAYLIGHTS HOLIDAY 


Five simple questions were all that 
stood between a lucky ZZAP! 
reader and a fortnight’s holiday for 
two in the mediterranean - cour- 
tesy of Domark. Having waded 
through heaps and heaps of cor- 
rect entries, Glenys finally came up 
with a name - so, without further 
ado, the prize goes to Richard 
Bamforth of West Yorkshire. 
Twenty runners up will be able to 
re-enact their favourite scenes 
from the movie with a super elec- 
tronic key ring. They are . . . 


Mr S M Cox, Kent, DA18 4DS; S 
Fenton, Staffs, ST9 9LU; 
Anthony Gisbourne, West Mid- 
lands, WV10 7HR; Aaron Stokes, 


Berkshire, RG2 8PP; W Hay, 
Tyne and Wear, NE40 3PU; A B 
Wragg, South Yorkshire, S70 
5TG; Charles Lucas, Leics, LE9 
8EH; Stephen Washington, Lan- 
cashire, PR4 5BE; Tony David, 
Kent, ME10 3AD; Ben Nuroin, 
East Sussex, TN33 OAU; Michael 
Bushnell, Oxford, 0X3 7AB; Mr 
A V Ung, London, SE3 7PY; 
David M Woodcock, Surrey, 
GU9 9ED; P J Measures, Warks, 
CV11 6HD; Nigel Holmes, Cum- 
bria, CA2 5QW; Ismail Vali, Sur- 
rey, KT3 5NF; Robert Gray, 
Devon, EX122BB; James C Eas- 
ton, Selkirkshire, TD1 1RL; 
Richard Pargeter, Coventry, 
CV3 6N J; J Boothby, Lancs, BB6 
8DQ. 


ZZAP! 64 
CHART VOTING COUPON 

(Please write in BLOCK CAPITALS) 

Name 

Address 



Postcode 

If I win the 240 worth of software I would like the following games: 
(Game and Software House) 


T-Shirt Size S/M/L 

1 am voting for the following five games: 

1 

2 

3 

4 

5 

I am also voting for the following piece of music: 
(Commodore 64 ONLY) 


ZZAP! CHARTS, PO BOX 1 0, LUDLOW, 
SHROPSHIRE SY8 1 DB 


CUDDLY CONSPIRACIES 


Little did we know when we 
announced this Head over Heels 
competition that we would be 
sparking off such ludicrous 
amounts of gamesmanship, 
skullduggery and downright brib- 
ery - all to win a pair of enormous 
cuddly toys. We even had an entry 
from Jon Ritman, who laid claim to 
the prize simply because he wrote 
the game! The competition was 
eventually won by Scotland’s 
Daniel Legden, who wanted the 
two cuddly characters to help him 
get the chocolate biscuits off the 
top shelf! Congratulations Daniel, 
the dynamic duo will be on their 
way to Scotland as soon as they 
can escape from ZZAP! towers. 
The following 50 runners up will 
have to make do with a copy of 
one of the greatest games ever 
released . . . 

Paul Kirk, Mill Street, Buxton; 
Trevor Stow, Herts, AL6 0JQ; 
Tony Jones, Aberdeenshire, 
AB5 5QN; Gary Llewellyn, Can- 
vey Island, Essex; Robert Grace, 
Coventry, CV2 5BJ; Jonathan R 
Knox, Eaglescliffe, Cleveland; 
Arwel Owen, Gwynedd, LL65 
1LR; William Callaghan, West 
Midlands, DY4 8AS; Joga S 
Bains, Kent, ME4 6UG; Graeme 
Clark, Lancs, OL15 0BT; Paul 
Coulson, Nr Stamford, Lines; 
Gareth Goodman, Warwick- 
shire, CV21 1JB; Simon Blair, 
Derbys, DE4 3BX; Robert Grace, 
West Midlands, 

CV2 5BJ; Simon 
Wicker, Herts, 

WD0 SHU; 


Edward Beirne, London, NW1 
1ST; Marie Darlington, Shrop- 
shire, TF1 4TS; John Coutts, 
Scotland, AB1 4TS, Simon 
Kavanagh, London, E9 7HT; 
Paul Roast, London, SW19 6PS; 
Kieran Flynn, Co Tipperary, Ire- 
land; David Brown, South Hum- 
berside, DN34 5RB; Steven 
Barnfather, Scotland, TD9 7DD; 
Mathew Pearce, London, SW16 
2BX; Rick Dowling, Cheshire, 
WA13 0RD; Dyfed, SA68 0RH; 
Richard Pargeter, Coventry, 
CV3 6N J; Merondus Hasky, Lon- 
don, N12 0BQ; James Veal, 
Avon, BS20 8EH; David Harker, 
Staffs, ST8 7SA; Aron Pullan, 
Kirkstead, LS4 2JY; Marten Van 
Zwietering, Hants, GU32 3BX; 
Leon Cox, Lancs, BB8 6DD; 
Colin Hall, Harrogate, North 
Yorkshire; Andrew Pitchforth, 
Wakefield, West Yorkshire; Ian 
Wilson, Tyne and Wear, NE10 
0TD; Robin Taylor, Telford, TF3 
1TQ; Sarah Smith, Essex, C06 
3RY; Richard Plumb, Leicester, 
LE2 0AL; Stuart Wright, Surrey, 
GU15 4YL; Phil Yard, Surrey, 
CR2 0BN; lain Tattershall, 
Plymouth, PL6 7JU; Andrew 
Houghton, Winaters Green, 
Redditch; Robert MacIntyre, 
Cheshire, SK8 3AT; James P 
Gannaway, Southampton, 
Hampshire; Nick Bell, Glasgow, 
G53 7QZ; Ian Hewitt, Yorkshire, 
S6 4RA; Guy Parkinson, Pre- 
stbury, Cheltenham; Darren 
Morris, Essex, RM8 2DE; 
D Hallam, Castle 
Donnington, 
DE72PP. 




Ludlow’s historical 
monuments 


zszxzxz*- z^. T-shiny ^ c^, 

foamett, Hatfield, Herts * — 


I 









I 







Commodore 64 Disk £14.95 

Commodore 64 Cass £9.95 

Spectrum 48 Cass £8.95 

Spectrum 128 Cass £9.95 

Commodore Plus/4 (64k). . .£9.95 

IBM PC £19.95 

Atari ST £19.95 

(IBM and Atari for Christmas) 


High speed one or two pilot actipp 

Computer idpponent has advandec 
artificial intelligence at 20 skillile\ 




combat 


variety of 
Imimilm. 


1-3' Htiywrt) Crescent, Harrogate, HG1 IMG, -England Tot. 0423 121 V21 
24 hr tejphone ordering 0423 1 04003 Telex: 201071 \l6\REf G Quoting 


HEAD TO HEAD 
CONFLICT 


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run- ««« it® 

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Please make crossed cheques or postal orders payable to Virgin Games Ltd 
and send to Virgin Games, 2/4 Vernon Yard, Portobello Road, London W11 2DX. 

PLEASE DO NOT POST COINS OR MONEY! 

□ Commodore 64/128 (£ 9 . 95 ) □ Spectrum 48/128 (£ 9 . 95 ) 

* Name 

Address 


Total money enclosed 









ith BREND 



Play By Mail (PBM) gaming is a hobby which has been about in the UK 
commercially for a good 1 6 years or so now. Over the last year however, it 
has hit a sudden boom period with many new players flooding in and 
numerous (and sometimes dubious) companies fighting for a share of the 
market. You may well have heard of PBM gaming through friends - if this is 
the case, and you don't have4he foggiest idea what they're on about, then 
read on and learn! 


PBM - WOZZAT? 

Imagine sitting at your Commodore 
playing a strategy wargame which 
included perhaps ten other players 
all fighting against and working with 
each other. That is the essence of 
Play By Mail gaming - only the 
postal system and a time delay 
replace the keyboard and VDU. \ 
Here's the way it works . . . 

A game environment is created 
by the Game Moderator (GM), 
becoming home to numerous 
player controlled charters and/or 
entitles. Players post to the GM 
instructions (ORDERS) for whatthey 
would like to do to try to improve 
their present situation. The GM is 
paid to receive all of these orders 
sheets and to process them together 
(using a computer), therefore 
making all of the necessary players 
characters interact (fight or trade 
perhaps). When this has been done 
a turn is complete. TheGM posts to 
each player an individual and 
unique report on the present 
situation in the game. And so it 
continues. 


Games may be human 
moderated, computer moderated 
or computer assisted. The ways in 
which the game is moderated 
affects its feel, but (unless it's very 
amateur) not its quality. Supporters 
of Role Playing Games tend to 
favour human moderated games, as 
human GMs are much more flexible 
when it comes to imaginative orders 
than computers could ever hope to 
be. Conversely, space-based games 
generally lose out on atmosphere if 
the turn reports are handwritten 
sheets rather than computer 
generated print-outs. 

WHAT'S ABOUT? 

There are many scenarios available 
for play by mail gamers to choose 
from. That said, they do all tend to 
somehow fit into one of five main 
categories (sometimes more): 
Science Fiction, Strategic, Tribal, 
Role Playing and Logistical. 

Generally speaking however, few 
games fit into any one category. 
Some are science fiction with 
fantasy overtones, others may be 


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tribal games which involve both the 
use of logistics to perhaps feed a 
tribe while using strategy in battle 
against other tribes. There is really 
no clear definition. You can 
generally tell by reading magazine 
reports and advertising what a 
particular game may involve. You 
pays your money and takes your 
choice. 

MONEY!!?! 

Yes -money. Sadly, PBM 
companies do not run as charities. 
They charge for their services. It is 
common for them to charge a flat 
rate start-up fee (which may pay for 
your first few turns) followed by a 
turn fee ranging from 70p per 
completed orders sheet 
(incidentally, you can fit a lot on 
these) to over £3.00 for the most 
common games. Overall, the 
average game fee is about £1 .50 per 
turn. Fair enough you say, but how 
often does a 'turn' take place? This 
again varies from game to game. 
Some games process turns once 
every ten days, some once a month . 


These are deadline games-the idea 
being that your order form reaches 
the GM by a set day and he 
processes all of the forms 
simultaneously with and interfering 
actions cancelling each other outto 
come up with a victor. Meanwhile, 
a number of games have no fixed 
deadlines. They process your turn 
as and when you send it in and the 
game will continue with or without 
you every day. These are open- 
ended games. 

FINALE 

Play By Mail games are 
characterised by the long spans of 
time they cover - you must bear in 
mind that a PBM campaign is no 
one-day campaign, it can go on for 
years! Normally, a game will 
continue until there is a clear victor 
(perhaps the only survivor?) or until 
some winning requirement is met by 
a player. This is often achieved by 
setting a quest, or asking for a 
certain points score to be reached 
to win. It depends greatly upon the 
game you choose to play. There 


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RESULTS 



information and so on can be the 
key to a good game, it's simply a 
combination of bluff, bluff, double 
bluff, lies and an ounce of truth. 
What is more, it's great fun and very 
difficult to describe. You must 
experience it to appreciate it (said 
the actress to the bishop). 
Diplomacy is often more enjoyable 
than the game itself, and definitely 
the most time consuming! 


should be an idiot's guide on 'How 
To Win' somewhere within the 
games rulebook . . . 

Ultimately, of course, games can 
end due to acts of God (computer 
failure perhaps), low popularity, or 


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closes are rare enough to be 
discounted - almost. 


THE BEST BIT 


Move Number . ] 


The best part of Play By Mail games, 
for me, though is the art of 
Diplomacy. In between turns you 
will find that players (once they 
have met within the game) will 
begin contacting each other 
through the post, by telephone, or 
even in person in an attempt to work 
together or against each other. This 
act of communication is called 
diplomacy. Clever diplomacy - 
conning the right players while 
allying with others, picking the right 
fights, leaking the odd bit of false 


HOW DO I JOIN A 
GAME? 


v «* Tyrant 

<T) I Attack I Naval Rout* I Dest I 


This too is easy. All you do is write 
to their address, perhaps sendingan 
stamped addressed envelope for 
information on their games and see 
what they have to offer. Once this is 
done, pick and choose between 
them and send off the start-up fee to 
whatever you fancy. I shall start 
featuring some games next month. 
Keep on reading! 


84 ZZAP! 64 October 1 987 


MITRE GAMES, 189 Balham High Road, London, 
SW12 

ORION GAMES, 6 St Austell Road, Manchester, M I b 


BRENDONS BRIEF 

GUIDE TO THE M/UOR 
BRITISH PBM 
COMPANIES 


PHOENIX GAMES, Stoneloigh, Molly Lane, Upper 
Ellwood, Coleford, Glos? GLI6 7 LZ 
RAMPAGE GAMES, 37 Beech wood, Woodlestord, 
Leeds, LS2(> 8PQ 

SLOTH ENTERPRISES, Freepost, PO Box 82, 
Southampton, hants, S09 7FG 
SPELLBINDING GAMES, PO Box 33, Wallingford, 
Oxon, 0X10 OEB 

VENGEANCE GAMES, 6 Rose Farm Fold, Altofts, 
Nornlanton, West Yorks 

VORCON GAMES, 59 juniper, Birch Hill, Brae knell 
Berks, RG 12 4ZG 


HARROW POSTAL GAMES, 161 Butler Road, Harrow, 
Middlesex, HA1 4DX 

ICBM, PO Box 94, Bath Street, Walsall, West Midlands. 
JADE GAMES, PO Box 54, Southsea, P04 ON A 
KJC GAMES, PO Box 1 1 , Cleveleys, Blackpool, Lancs, 
FY5 2UL ' 

LEGEND INC LTD, 38 Overton drive, Chadwell Heath, 
Romford, Essex, RM6 4EA 
LOREWARDEN GAMES, 23 Breckhill Road, 
Woodthorpe, Nottingham 


These art 1 some of the best established PBM ( ompames in Britain. 
There are many others, and hopefully we'll be* one ountering them all 
in later issues. Readers from outside of the l IK may be interested to note 
that these companies also catei for you! 





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SUPER HANG-ON 


COURSE 

STB6E 1 


peed 




Roaring into your local arcade in a 
shower of dust and rubber comes 
Sega’s new mean machine - the 
latest and greatest motorcycle 
racing game, Super Hang-On. 
This sequel to the highly success- 
ful Hang-On features improved 
graphics, hills and bumps, four 
tunes, four different courses and a 
^ turbo booster. 

Play starts with the prompt to 
choose between Beginner, Junior 
Senior and Expert levels. These 
comprise courses of 6, 1 0, 1 4 and 
18 tracks which are raced across 
Asia, Africa, America and Europe 
respectively. When the level is 
selected the screen prompts four 
tunes, one of which is then chosen 
to blast out of the machine’s twin 
speakers. 

Pulling back on the throttle 
accelerates the cycle, causing it to 
burn down the track at an alarming 
rate. When 280 km/h is reached, 
the speedometer flashes red, 
informing the player that the 
‘turbo’ button next to the throttle 
is ready to be pressed. Doing so 
sends the cycle rocketing down 
the course at an incredible speed 
- with the acceleration increasing 
until the turbo is switched off! The 
feeling of exhilaration is incredible 
and the effect is further enhanced 
by the handlebars shaking consid 
erably as dangerous speeds are 
reached. 

The graphics are outstanding, 
with amazing backdrops and use 
of colour across all levels, and the 
different tracks add plenty of 
scope for long-term play. We both 
thought this to be the best racing 
game we’ve ever played - even 
better than Out Run\. Look out for 
this one . . . but make sure that 
you’ve got plenty of change. 


. 

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Pinball tables have been with us 
since the 50’s, and now Atari and 
Sega have joined forces to inject 
life into the genre with a new video 
simulation. Purists may think that 
a video interpretation of a pin table 
could never recreate the ‘feel’ of 
the real thing, but Time Warn man- 
ages to capture all the thrills and 
spills of the silver ball, as well as 
adding new features which 
couldn’t be utilised in a real pinball 
machine. 

The action takes place over four 
beautifully drawn scrolling tables, 
Ruins, Volcano, Saqqara and Final 
(each with its own distinctive tune), 
with progression from one level to 
another achieved by shooting 
down a ‘warp hole’. There are 
plenty of features, including an 
amazing multi-ball sequence, and 
constant surprises and hidden 
bonuses to keep the player on his 
toes. 

The screen is set into an impres- 
sive-looking console, incorporat- 
ing a large grip at the bottom with 
fire buttons mounted either side. 
Moving the grip jostles the 
playfield, and the ball changes 
course accordingly - enhancing 


the realistic pinball feel. 

Time Warp is an enjoyable and 
strangely addictive diversion from 
blasting or fighting - try it! 






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STERS 


Atari’s new all-action road racing 
game comes in two formats - a 
stand-up System I console, and a 
very long and distinctive sit-in 
cabinet. The player takes control 
of an incredible hi-tech car with 
front-mounted twin blasters, and 
takes part in a rally of the future. 

The race is split into different 
sections, with the end of each level 
marked by a checkpoint which 
must be reached before fuel runs 
out. Heavily armoured Cars, 
Jeeps, turbo-charged Stingers 
and roadside Gun Emplacements 
try to stop you reaching your 
objective - this is where your blas- 
ters come in handy. Extra 
weaponiy comes from a support 
craft which flies in at regular inter- 
vals and drops a module on top of 
the car. Cruise missiles, UZ can- 
non and an Electro Shield add 
deadly firepower, while Nitro Injec- 
tion increases the top speed and 
acceleration of the car by a 
frightening amount. 

Diminishing fuel supplies are 
replenished by running over the 
red and green fuel pods which 
appear at regular intervals - the 
supply is also completely topped 
up when a checkpoint is reached. 

The combination of racing and 
blasting works superbly, and the 
amazing graphics and sound gen- 
erate a great feeling of exhilaration 
and excitement - especially in the 
sit-in version. 




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► A giant robot bars the way - what now? 


BIONIC 


COMMANDOS 


This multi-directionally scrolling 
Capcom coin-op scores very 
highly in the ‘cute’ stakes, as the 
Bionic Commandos in question 
are two fresh-faced soldiers 
equipped with blasters and bionic 
arms. Their objective is to penet- 
rate enemy lines, and to achieve 
the ultimate aim of destroying the 
enemy fortress - a task which 
requires the negotiation of a series 
of increasingly difficult levels. 

The mission begins in a dense 
forest, with enemy soldiers attack- 
ing from the outset. Opponents 
vary from Grunts - destroyed by 
one laser blast - to Commanders, 
who absorb a number of hits 
before dying. Later levels feature 
soldiers in fantastic exo-skeletons 
(not unlike the Scout Walkers in 
Return of the Jedi), and huge, bril- 
liantly animated robots which rise 


to a height of several screens. 

The bionic arms come in handy 
when climbing. A press of the fire 
button shoots a metal rope which 
is then used to swing on. Should 
the player want to climb, the fire 
button retracts the arm and takes 
the Commando upwards with it. 

When the forest is negotiated, 
the commandos undergo a 
hazardous climb up the front of the 
searchlight-swept fortress. They 
then negotiate a series of rat- 
infested sewers before assaulting 
the inside of the castle itself. 

Bionic Commandos is quite 
difficult, and will probably require 
plenty of practice - however, it’s 
well worth the time and money! 
Nobody has yet announced that 
they have the computer conver- 
sion rights, which is a shame - it 
would make a brilliant 64 game! 


The heroic Commando ponders where to go next - the way upward 
seems blocked. 



ZZAP! 64 October 1987 89 


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This one, two or three-player Atari 
race game is quite old , but has just 
been re-released with a new set of 
tracks and two tweaks to the 
gameplay - the removal of the 
extra score facility and the addi- 
tion of a fast helicopter. There are 
12 increasingly difficult tracks to 
race over, with the sequence 
beginning again when the twelfth 
has been completed. 

The entire track is viewed from 
above, with four tiny racers par- 
ticipating. A race is played over 
four laps, and the rule is sim- 
ple .. . ‘winner stays on’. 
Throughout the race, spanners 
appear on the road and are picked 
up when run over. When three are 
collected the player is given the 
opportunity to add an extra feature 
to his car - these include extra 
traction, turbo speed and faster 
acceleration. There are five levels 
to each feature, and a car with all 
1 5 is one mean street machine. 

Electric Dreams have just about 
completed their conversion of this 
highly enjoyable and playable 
game - but whether it achieves the 
playability of the arcade version 
remains to be seen. 


NINTENDO 


PLAYCHOICE 10 1 


AND II 


These novel machines give the 
player a finite amount of time per 
coin to play any combination of the 
ten games on offer. Having 
quenched the machine’s monet- 
ary thirst, the player chooses a 
game and plays until the allotted 
time expires (instructions are 
available on each game, although 
precious time is wasted by reading 
them). A warning is given when 
time is running out, allowing the 
action to be extended by the inser- 
tion of more money. 

The interesting thing about both 
Nintendo Playchoice 10 machines 
is that all the games involved have 
appeared on the Nintendo games 
console in Japan and America, 
and have been perfectly con- 
verted. This machine could there- 
fore be used by Nintendo console 
owners to playtest a game before 
purchase, or even to preview 
things to come! 

Nintendo Play 1 0 1 offers a great 
deal of choice. Three of the games 
involve shooting (Duck Hunt, 
Hogan’s Alley and Wild Gunman), 
and utilise the machine’s front- 
mounted light aun to provide 


plenty of fun (especially when 
played with friends). Arcade action 
is provided by the incredibly play- 
able Super Mario Bros, the fun- 
filled Excitebike and Gradius, the 
perfect Nemesis clone, while 
sports fans are catered for by the 
inclusion of Tennis and Golf. All of 
the above (with the exception of 
Gradius), are currently available 
for the Nintendo games console. 

The second machine is purely 
arcade-orientated, with games 
ranging from sport to shoot ’em 
up. Trojan and Rush ’n’ Attack (a 
byte-for-byte copy of the ever- 
popular Green Beret) are very 
playable, and Track and Field, a 
straightforward copy of the Taito’s 
original joystick-waggling arcade 
machine, also provides fun for a 
while. Golf is a pleasant diversion 
from blasting and adventuring, but 
it’s straight back to the action with 
a faithful version of Capcom’s 
1942. The less memorable games 
are Metroid, Super Start Force, 
Lunar Ball and Bomber Man, 
which only provide a limited 
amount of fun. 


KARNOV 


Data East’s colourful shoot ’em up 
adventure, Kamov, is very much in 
the vein of the classic Ghosts ’n ’ 
Goblins. The scenario sees the 
player take control of Karnov, a 
hero with bulging physique and 
athletic abilities, guiding him 
across a hazard-filled, horizontally 
scrolling landscape. 

The object is to battle all the way 
to the castle and confront King 
Nasty, who is creating havoc and 
generally making Karnov’s people 
unhappy. Along the way, Karnov is 
accosted by flying Gremlins, 


sword-wielding Zombies, enorm- 
ous Dragons and animated 
Statues which hurl giant rocks 
(which actually look like giant 
ginger nut biscuits). The hero 
defends himself with an unlimited 
supply of rocks, sometimes taking 
more than one shot to despatch 
an enemy. Along the way to the 
head honcho’s domain, objects 
are found and picked up to add to 
Karnov’s abilities. 

Fans of Ghosts ’n ’ Goblins are 
well catered for by this highly play- 
able coin-op. The only slight fault 
is that there’s really nothing new 
on offer to hold your interest for 
long periods. 


► A giant statue proves too much for poor old Karnov, who gracefully 
expires. 




Other video goodies to watch out for include Atari’s fabulous spy 
thriller/arcade adventure, Rolling Thunder, the tiring but immensely 
playable Combat School, R-Type (a Nemesis-style shoot ’em up 
which knocks the pants off the opposition) and Double Dragon , an 
exceptionally vile beat ’em up! Watch out for reports on these in 
forthcoming issues. 


Many thanks to Bob Underhill at Joyland, Knutsford for his invaluable help in 
compiling this feature. 





























■ 






02mnnD 






***** 


mtt 


jJJfP In the knife-edge world of the vigilante there 

r no place to rest, no time to think- but look sharp - there i, 

is always time to die! From the city subways to the gangland ghettos you will always encounter the disciples of 
evil whose mission it is to exterminate the only man on earth who dares to throw down the gauntlet in their path -the 
_ _ __ p-& ==I Renegade. A breathtaking conversion of the arcade hit by Taito now for your home computer, 
lyyyyyyyj# With all the originahplay features. PLAY RENEGADE... PLAY MEAN! 


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tan and Ollie have fallen out 
again folks. Stan got in the 
way of a custard pie thrown 
by Ollie, and now he’s out for 
revenge! 

Before the chase commences, 
you have the option of altering the 
game settings for one or two 
players, specifying the controls for 
each character and also setting 
the number of flans that need to be 
successfully thrown to win the 
game. 

The chase is displayed using 
three displays: one each for the 
two main characters (in glorious 
monochrome), and an information 
panel showing the state of the cur- 
rent game. 

The two characters initially 
appear outside a map shop where 
a map of the city is purchased. 
Once bought, the map is shown in 
the central display panel and 
scrolls as the character moves. 

The aim of the game is to guide 
your character around town to the 
pie shop, buy flans and then find 
your opponent a chuck them in his 
face. 

Thundering through the streets 
and alley is tiring, and this is shown 
by the colour of their faces in the 


afraid that 
of the 
classic comedy 
duo (which 
includes me by 
way) have very little to 
about over this latest 
Advance release. Comedy is a 
very difficult concept to por- 
tray in something as inflexible 
as a computer game and Laurel 
and Hardy fails miserably. 
Indeed the game itself ‘also 
fails on several counts, most 
notably the distinct lack of 
action. As your character 
whizzes around screen after 
screen of uninteresting back- 
ground, a general feeling of 
disorientation sets in and the 
large town layout means that it 
could be ages before the duo 
meet up again. Take your ten 
quid, go into Woolies and buy 
one of the videos of these 
classic comedies. That way 
you’ll get at least* an hour’s 
entertainment rather than 
none at all . 


► T ogether at last, the whacky twosome continue their adventure 


display panel. Finding and enter- 
ing a pub refreshes the whacky 
pair, and discovering a bicycle 
helps them to negotiate the town 
more speedily. 


What has hap- 
pened to my two 
favourite comedy 
film stars? 
They’ve 

reduced to playing 
absolutely awful Spy Vs Spy 
clone which is devoid of 
excitement, action and addic- 
tion. The gameplay is 
hopelessly unbalanced, with 
hours of fruitless searching to 
be endured before a pie is 
found, and another age spent 
looking for the adversary. 
When you find him you have 
about half a second’s enjoy- 
ment of slinging a pie, before 
going back to the search. 
Where has all the spontaneous 
slapstick of the films gone? 


PRESENTATION 81% 

Superb range of options, bril- 
liantly presented but flawed by 
the chronic game structure. 

GRAPHICS 56% 

Poor characters populate an 
innovative (but bland) black and 
white landscape. 

SOUND 18% 

Pathetic rendition of the Laurel 
and Hardy theme which seems 
to have a mind of its own. 

HOOKABILITY 31% 

The disorientating method of 
viewing locations soon leads to 
confusion and disinterest. 

LAST ABILITY 18% 

There’s a complete lack of 
action, which presents an 
enormous hurdle to even the 
most avid fan. 

OVERALL 17% 

Another fine mess that Advance 
have aotten themselves into. 



NIGHT ON THE TILES 

Firebird, £7.95 cass, joystick or keys 





. 


I t’s a hard life trying to survive on 
the streets. Take me for exam- 
ple - if I want to eat, I have to go 
and get it myself. It’s fishbones 
tonight, and plenty of them. Once 
I’ve collected all four fishbones on 
this block, I can claim it as my ter- 
ritory and move onto the next one. 
Mind you, it’s no easy task. Owls 



A night on the 
tiles without the 
effects of the 
morning after? 

Sounds too good 
to be true. Unfortunately this 
little experience is only for the 
feline type. The movement of 
this particular moggy is very 
sleek and decidedly cat-like, 
and the streetscape back- 
grounds are quite atmos- 
pheric. However, the sound 
effects are fairly basic and 
switching to the music track 
offers little improvement to the 
atmosphere. Ultimately, there 
is altogether too little depth in 
the game to retain any lasting 
interest. 


swoop out of the air and if you 
don’t head-butt them in time, 
you’re dead meat -only eight lives 
left. Then there’s the hedgehogs - 
I can spit at them, jump them or 
outrun them. Either way they’re to 
be avoided, because one stick 
from those spines and its hello to 
life number seven. 

Frogs aren’t too much hassle, 
but don’t hang around near one or 
your energy drops. I also have to 
take care at the end of the block by 
old Mr Brown’s. He hates cats. If I 
go up there too early, he’ll chuck 
an old bucket at me and it’s good- 
bye to yet another life! 

The final danger, if you can call 
it that, comes from the fleas. Great 
brown jumping things they are - 
let one of them on you and you 
can’t shake it off. 

► It’s cool for cats - out on the 
prowl, Firebird style 



It makes a nice 
change to take 
control of animal 
instead of a droid 
or a spaceship - 
especially when they are por- 
trayed as well as this. The ani- 
mation is absolutely superb, 
and the sprites look gorgeous. 
The gameplay is fairly 
straightforward, and even 
though it seems a touch too 
difficult at first, I soon got 
through to the second level so 
perseverance is the name of 
the game. I really don’t con- 
sider Night on the Tiles to be an 
essential purchase, but it’s too 
niqe to be ignored, and it offers 
a good bit of fun. 



There’s plenty of mice scurrying 
around the block and they provide 
a decent meal for a peckish tom. I 
get ‘prowl points’ for collecting my 
fishbones and each mouse that I 
manage to catch - this goes 
toward my final score for the even- 
ing. 


PRESENTATION 54% 

Limited options, and the use of 
the space bar to ‘spit’ is a nui- 
sance. 

GRAPHICS 93% 

Breathtaking sprites and anima- 
tion. 

SOUND 71% 

The funky piano soundtrack fits 
the game well, although the 
effects are merely adequate. 

HOOKABILITY 69% 

Initially off-putting but persever- 
ence reaps its own rewards. 

INSTABILITY 67% 

Getting from block to block pro- 
vides a fair challenge, although 
the repetitive gameplay might 
pall after a while. 

OVERALL 78% 

The feline equivalent of Green 
Beret, and pretty good fun it is 
too. 


92 ZZAP! 64 October 1987 


FISH . 


PROWL POINTS 
OOOOOOOO 

ENERG Y 
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PRESENTATION 81% 

Plenty of options for a wide vari- 
ety of steaming antics. 

GRAPHICS 57% 

Purely functional, simplistic vec- • 
tor graphics. 

SOUND 32% 

Atmospheric spot effects, but lit- 
tle else. 

HOOKABILITY 65% 

Difficult to get into, but then driv- 
ing a train isn’t easy! 

LASTABILITY 64% 

Plenty of depth and challenge for 
the enthusiast who’s willing to 
persevere. 

OVERALL 67% 

A reasonable simulation which 
should be popular with train 
addicts - but not with those who 
like their action a little faster. 


I can’t say that I’m 
in any way 
enamoured with 
Evening Star, but 
then I’m not a 
steam enthusiast either. If you 
do enjoy steam trains then this 
simulator might be just what 
you’re looking for. It certainly 
seems to cover all bases, and 
has plenty of elements which 
appeal from a realism point of 
view. My only real objection is 
to the fact that this program 
does not seem to make any 
technical advances over the 
achievements of its predeces- 
sor. The vector graphics are 
still appalling, with the update 
time hovering around the one 
second mark! If you liked Hew- 
son’s last steam train 
simulator, then check this one 
out. 


F ollowing on the tracks of 
Southern Belle comes Hew- 
son’s second steam train 
simulation, Evening Star. This 
legendary locomotive made the 
run between Bath and Bour- 
nemouth on the Somerset and 


► the Evening Star approaches 
Bath 

should be adhered to, as there are 
heavy penalties for running late. 

Care must also be paid to sig- 
nals, otherwise a fatal collision 
could occur. Reckless driving also 
results in a loss of safety points, or 
even in the train being derailed. 

There are two stops to be made 
along the route -and overshooting 
either station loses efficiency 
points (Bournemouth also 
includes an extra hazard, as the 
buffers must be avoided). Failure 
to brake carefully can also result in 
a jerky stop, causing the passen- 
gers to be thrown into each other’s 
laps. 

When the train finally chugs into 
Bournemouth, points are awarded 
for safety, economy and 
timekeeping. Can you pass the 
test? 


I’ve only got a 
passing interest 
in steam trains, 
so Evening Star 
hardly captured 
my attention. The gameplay is 
quite involved, and it takes a 
fair amount of perseverance to 
drive the train correctly - and 
successfully adhering to the 
timetable is a further chal- 
lenge! Although the graphics 
are rather simplistic and slow, 
there’s plenty in this simula- 
tion to keep you going. If 
you’re a real train enthusiast, 
Evening Star may well give 
some pleasurable evenings as 
you take a simulated steam 
ride down the line to Bour- 
nemouth. 


Dorset Line, and this simulation 
allows you to relive the glory days 
of steam railway by travelling the 
same route. 

The main screen shows the 
train’s progress as it thunders 
through exotically named villages, 
including Wellow, Chilcompton, 
Henstridge and Binegar. Through- 
out the journey the timetable 


EVENING STAR 

Hewson, £8.95 cass, £12.95 disk, keys only 





















HYSTERIA 

Software Projects, £8.95 cass, joystick or keys 


PRESENTATION 89% 

Great high-score table and a 
neat and informative on-screen 
display. 

GRAPHICS 86% 

Superb backdrops com- 
plemented by effective sprites 
and gorgeous animation. 

SOUND 82% 

A stirring soundtrack pushes the 
player along on his task. 

HOOKABILITY 78% 

Difficult at first, but always possi- 
ble. 

INSTABILITY 70% 

Only three time levels to 
negotiate - but they should still 
take some mastering. 

OVERALL 83% 

An exciting, absorbing and 
highly visual adventure! 


► A handy jetpack gives the sole survivor of the ‘Time Corps’ 
added destructive powers 


A long the corridors of time, 
a monster stalks. From the 
depths of antiquity a cur- 
rently extinct being has been 
drawn forward through time by a 
fanatical sect intent on the disrup- 
tion of Earth’s future. As the being 
materialises in temporal zones 
where it should never exist, the 
fabric of time itself becomes 
strained. If left unchecked, the 
phenomenon is aggravated to the 
point where history collapses - 
taking Mankind’s future with it. 

A lone survivor of the once elite 
‘Time Corps’ has been enlisted to 
push the entity back through time 
and into its own era where it can 
no longer pose a threat. Armed 
only with an energy conversion kit, 
the agent battles his way through 


There may be 
some justifica- 
tion for the argu- 
ment that Hys- 
teria offers 
nothing new, but what’s there 
is really polished and a lot of 
fun to play. Graphically, this is 
one of the few games where all 
of the sprites and backdrops 
are of an equally high standard 
- the death of the on-screen 
character is so pretty that I 
was almost hoping to die so 
that I could see it again! The 
pace is fast and furious, and 
there’s a large amount of exp- 
loration and problem-solving 
to be carried out if the levels 
are to be successfully con- 
quered. The one minor draw- 
back is the fact that there are 
only three levels to complete, 
but the standard of these is so 
high that this can virtually be 
ignored. 


three horizontally-scrolling time 
zones to confront the monster. 

The energy conversion kit is 
used to alter ordinary objects into 
specific utilities which can be used 
in the mission. Items such as 
energy arrows, shields and wings 
can be produced once sufficient 
objects have been collected. The 
available utility is indicated by an 
arrow over one of the panels at at 
the bottom of the screen. Pulling 
down on the joystick and pressing 
the fire button initiates that item, 
but the equipment thus gained 
only lasts a short period of time, so 
care must be used in selecting the 
appropriate equipment. 

The inhabitants of each era, 
slightly displeased at the appear- 
ance of a futuristic hunter and his 
hideous quarry, have summoned 
mythological creatures to dispel 
the chronological interlopers. 


These legendary creatures are 
quickly despatched using the 
energy weapons, but contact with 
them depletes the agent’s life- 
force. If it is allowed to drop to 
zero, he explodes into a shower of 
bubbles and the fate of Mankind is 
sealed. 

Before confronting the monster, 
a series of clues are found. Statues 
line walls and are broken when 
fired upon, revealing a puzzle 
piece. These fit together to form a 
portrait of one of the conspirators. 
When this picture is complete, the 
monster appears - from here on 
only a vicious and sustained attack 
can weaken it sufficiently to force 
it back through time. When this is 
achieved, the agent follows the 
being into the next era to continue 
his task. When the third battle is 
completed, the creature is thrown 
back from whence it came, and 
mankind is saved! 


Although there 
are only three 
levels to battle 
through, they are 
difficult enough 
to pose a long-lasting and 
enjoyable challenge. Initially, 
the action is almost too frus- 
trating to be true. Countless 
times I managed to reach the 
creature at the end of the first 
level and died - but I still kept 
coming back. There’s some- 
thing in the gameplay that 
really gets you, and you feel 
that you just have to kill the 
creature and progress to the 
next level. Once you get there, 
it starts all over again!!! The 
graphics and sound are 
exceptionally pretty, and work 
extremely well together to give 
an impressive effect. Hysteria 
is rather off-beat, but it should 
be checked out if you want a 
blast with a difference. 


Software Pro- 
jects are once 
again becoming a 
force to be 
reckoned with, 
and Hysteria can only continue 
this trend. It’s another treat for 
the eyes and ears, but look out 
patience - this one’s a real 
toughie! The graphics are 
really good, especially the 
sprites. Minotaurs, horses, 
harpies and skeletons are all 
beautifully depicted and the 
backdrops are splendidly 
drawn with tremendous use of 
colour. My only niggle (I have 
to have one don’t I?) is that the 
game only has three levels and 
relies on difficulty to stop you 
finishing it rather than depth. 
Still, it’s a good romp and 
should keep you occupied for 
some time. 


► Sword-wielding skeletons give 
chase as the hero dashes 
through an ancient city 













PILE-UP! 


Reaktor, £9.99 cass, £12.99 disk, joystick only 


O nce again Earth is in 
trouble. Energy reserves 
are at an all-time low, and 
new sources are desperately 
needed. In a remote part of the 
Universe, a strange phenomenon 
has been discovered and termed 
the Pile-Up. This consists of a 
16x16 landscape made up of light 
and dark squares. Many of the 
light squares are taken up by black 
marble-like spheres of pure 



The first thing 
that struck me 
about Pile-Up! 
was the infuriat- 
ingly sensitive 
control method employed in 
guiding the ship around. I 
gained some kind of profi- 
ciency after a while, but I never 
felt totally in control of the pro- 
ceedings. As regards the 
gameplay, Pile-Up! is little 
more than an exercise in 
forced dexterity, with scarce 
entertainment value and no 
real lasting appeal. What it 
does offer is well 
implemented, but there’s just 
not enough in there. 



Unusual control 
methods are all 
very well, but 
when they’re as 
frustrating as this 
it ruins the game in question. 
Guiding the ship over the 
nicely drawn landscape is 
enjoyable - until you try to land 
on a sphere. One wrong move 
and the ship crashes around 
like a drunken fly, and after a 
few more seconds it’s 
destroyed. After some prac- 
tice I managed to start collect- 
ing spheres, but playing a 
game which you know could 
end because of one wrong 
move isn’t too enjoyable. If 
Pile-Up!*s control method 
wasn’t so uncompromising 
then it could have offered a lot 
of fun, but as it stands the 
gameplay is a little too 
finnicky. 


energy - a much needed source of 
power. 

The light squares rise and fall, 
carrying their host marble with 
them. As the spheres’ height 
increases, their energy level also 


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The aim of the first level of 
Pile-Up! is plain to see 


changes, indicated by a corres- 
ponding alteration in their colour. 

The authorities have commis- 
sioned a special vessel which can 
collect the energy stored within 
the alien constructions. The player 
pilots of one these craft, and trans- 
fers energy from the marbles to the 
transformer station, ready for 
transportation back to Earth. 

The ship is steered by joystick, 
and pressing the fire button oper- 
ates the thrusters, thereby causing 
it to rise. Releasing the button 
allows the ship to fall under the 
influence of gravity. Marbles are 
picked up by landing exactly on 
top of them, whereupon the 
energy is stored in the ship’s 
energy chamber. 

Flying to the transformer is by 
no means safe, as collision with 
the surrounding landscape results 
in an energy drain. On reaching the 
transformer, perfectly aligning the 
ship results in the energy being 
automatically transferred. 

If the on-board power level 
drops too far, the ship becomes 


immobilised and your mission 
ends. 


PRESENTAT JOW 67% 

| A good-looking game, let down 
by inadequate and unhelpful 


instructions: 


GRAPHICS 72% 

Sharp and functional through- 
out- . . 


SOUND 74% 


Unusual soundtrack arid good 
effects. 




HOOKABIUTY 48% 

The fiddly control can hardly bd 
described as user friendly. 


INSTABILITY 36% 

The limited gameplay affords lit- 
tle in the way of lasting chal- 
lenge ... or even short-term 
appeal. . 


OVERALL 53% 


An underdeveloped game, 
which is more a test of dexterity 
i than a form of entertainment. 


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F lying in the trail of the highly 
successful Ace comes Ace 2, 
a two-player head-to-head 
air combat simulator played over a 
Middle East scenario. Each player 
takes control of a hi-tech jet and 
attempts to shoot down a hostile 
aircraft (either computer or human 


controlled), using either cannon 
fire or heat-seeking missiles. 

The action is displayed in first- 
person 3D, using a horizontally 
split screen, with player one’s vie- 
wpoint at the top and player two’s 
below. A panel beneath each 
screen shows the status of each 
plane, and displays such informa- 
tion as height, velocity, weapon, 
pitch, roll and any incoming mes- 


J Not being a real 

fan of the more 
complex flight 
simulator, the 
fact that Ace 2 
allows the player to get 
straight up in the air and start 
blasting really appeals to me. 
There’s a fabulous feeling of 
speed and tension generated 
from the start, and despite the 
relative lack of options and 
controls, the action still 
demands constant and undi- 
vided attention. The computer 
opponent is a little fearsome (a 
good deal of practice is 
needed before a human player 
can compete), but this game 
only really comes into its own 
when played head to head in 
two-player mode. When 
played among friends, Ace 2 
provides fun, spectacle, col- 
our and excitement - what 
more could you want. 


\ 'gw Ace 2 is certainly 
no clone of its 
|n^ predecessor 

H gone are the mul- 

tiple combat 
scenarios of Ace, and indeed 
gone are all the vital controls 
of the plane itself. Page five of 
the instructions manual 
quotes a long list of things you 
needn’t worry about while 
flying your plane, including 
flaps, rudder and various 
aerobatic features. Unfortu- 
nately, this is its main flaw - 
the game is oversimplified to 
the point where it begins to 
lose some of its value. Combat 
emulators rely on the feeling of 
ordered chaos generated by 
having to control a complex 
machine, attack the enemy 
and attempt to stay alive in the 
process. All that remains for 
you to do in Ace 2 is guide the 
plane and press the fire but- 
ton. This does provide a 
albeit short-lived, 


^ Lovely graphics in Ace 2 combined with realistic air-to-air combat 


decent, 

challenge against a human 
opponent, but I’m rather 
unsure about the difficulty 
level of the computer - it starts 
very hard on level one and gets 
worse. Although this is a good 
game in its own right, fans of 
Ace could well be a bit disap- 
pointed. 


98 ZZAP! 64 October 1987 


pilot ona 
Ptnnas 03 

SCOPS 

0000000 


PILOT TU0 
PLnnSS 03 
SCOPS 
0000000 


Cascade, £9.95 cass, £14.95 disk, joystick or keys 


6xH«flT Qlft-OIR 

Kxitaooit om-fli* 

oftn-owouno — < 

PltiPOfti POM TQKC OPP 


COflPUTOR 


PLPnas 10 


LSVSL 20 


pilot ona 
Ptnnas 03 
SCORG 
0000000 


PILOT TUO 


PLnnas 03 


0000000 















This sequel to 
Ace is something 
of a disappoint- 
ment. The origi- 
nal was a prog- 
ram with enormous depth, 
incorporating features such as 
air-to-air and air-to-ground or 
sea combat, mid-air refuelling 
and landing and taking off. By 
comparison, Ace 2 is decidedly 
simple, and is more of an 
arcade game than anything 
else. There are two basic 
options - a dogfight scenario 
or a mission scenario. The 
dogfight situation is a 
straightforward one-on-one 
air combat, and is virtually the 
same with the addition of each 
pilot having a ground target to 
attack or defend. The com- 
puter provides a good oppo- 
nent and should challenge 
even the most experienced 
pilot - that's if you can stick 
the action long enough. After a 
couple of sessions I found the 
lack of depth and variety to be 
Ace 2’s stumbling block. 
Shooting down plane after 
plane becomes a little tedious, 
especially as there's nothing 
else to do. Even the mission 
scenario is quite limited - 
there just isn't enough in the 
action to keep you coming 
back for more. The two-player 
mode offers a lot of fun, but if 
you’re likely to be playing Ace 
2 solo, avoid it. Buy Ace instead 
- it's a completely different 
game. 


radar-guided rockets or heat 
seekers, which are limited to close 
combat. Because of the rockets’ 
differing weights, the pilot has to 
think about his approach before 
arming - once in the air the chosen 
arms cannot be changed. 

The mission ends quite simply 
when one player has lost all of his 
planes. 


PRESENTATION 90% 

A useful series of options, and 
well laid out screen. 

GRAPHICS 78% 

Great statics, complemented by 
slightly simplistic, but fast and 
colourful action. 

SOUND 75% 

A great Rob Hubbard tune kicks 
off - only to be followed by 
slightly annoying sound effects. 

HOOkABILITY 80% 

Very straightforward, offering 
action from the start. 

LASTABILITY 72% 

Lone flyers may lose interest 
relatively quickly. However, the 
two player mode is still enjoy- 
able. 

OVERALL 81% 

A disappointment after Ace, but 
still enjoyable for budding com- 
bat pilots. 



Y ou find yourself a lonely 
outcast, banished from 
your Galaxy by invading 
alien forces. However there is light 
at the end of the tunnel - if you can 
infiltrate the aggressor’s starbase 
and destroy their headquarters, 
your people will be released and 
you will be free to return home. 
This is a mission of honour . . . 
and it could be your last. 

The mission begins over the first 



This latest offer- 
ing from the Data 
East/US Gold 
relationship is a 
bit on the poor 
side. The ship control is 
slightly clumsy - 1 would have 
preferred a rotate left/rotate 
right/forward control rather 
than the 'point in the direction 
that you want to go’ method 
used here - and just to make 
things even more difficult, the 
collision detection tends to 
favour the alien vessels. 
Another drawback is that you 
can destroy all of the ground 
targets, only to die while 
attacking the guardian 
mothership - then, on restart- 
ing, the alien's urban renewal 
project has sprung into opera- 
tion and all the previously 
destroyed buildings and 
installations are back in one 
piece! Last Mission has all the 
ingredients of an enjoyable 
game, however it is sadly lack- 
ing in refinement. 



My initial impres- 
sions of this 
game weren’t 
favourable, 
mainly due to the 
shoddy graphics and diaboli- 
cal introductory sequence. To 
make matters even worse, the 
flat, bland backdrops are 
awful, and the aimlessly flitting 
sprites look really grotty. The 
gameplay isn’t that bad 
though, and that’s the most 
important thing. Once you get 
into it, the blasting action 
becomes quite addictive, and I 
found myself returning to it 
quite a few times to see 
whether I could get a little 
further. The awkward presen- 
tation and long wait between 
games is incredibly annoying, 
but otherwise the Last Mission 
proves to be a mildly compel- 
ling shoot 'em up. 


alien landscape, scrolling beneath 
your ship in eight directions. Guid- 
ing your ship across the region’s 
16 sectors, you destroy as many 
of the land-based targets and 
attack craft as possible. 

A fleet of four ships is made 
available to complete the mission, 
and these explode on contact with 
enemy fire, ships or installations. 

The ship is equipped with state 
of the art weaponry - including five 
smart bombs - and picks up extra 
armament from the remains of 
ground targets which have been 
destroyed. A round token appears 


Before the mission begins, you’re treated to a glimpse of the Guardian 
Mothership which must be defeated at the end of each level 



The program- 

ming house 
involved with this 
conversion 
should be sharply 
rapped across the knuckles, 
as they obviously have no idea 
of presentation. At the start of 
each game a long introduction 
has to be endured before the 
action begins, and another 
tong end piece and a very 
clumsy high-score table are 
the penalty for finishing the 
mission. It would be nice if you 
could have the option to skip 
this awful rigmarole every 
time. The graphics lack crisp- 
ness and definition and there 
are some annoying quirks in 
the gameplay which rankle 
and ultimately spoil the limited 
fun that’s on offer. If you're 
after a shoot 'em up, shop 
around - the market is full of 
them and there are plenty bet- 
ter than this. 


bearing a letter corresponding to 
the item of equipment carried - 
crossing this installs the hardware 
onto the craft. Each item lasts for a 
specific amount of time, indicated 
by a small bar timer below the main 
screen. 

A scanner is displayed at the 
bottom of the screen showing the 
remaining ground units. Alongside 
is a decreasing energy bar which 
signals the damage inflicted on the 
enemy forces. When this has com- 
pletely disappeared the guardian 
mothership enters - the destruc- 
tion of which allows access to the 
next landscape. 





ZZAP! 64 October 1 987 99 


AsK 












ALL 


TRADE 



PRICES 


YOUR MICRO 


DESERVES THE BEST. . 


When your home or business micro costs several hundreds of 
pounds, it deserves the finest repair facilities in Europe (well, 
probably!). And the finest prices - £5 off trade rates for a limited 
period only. ★ How? At Verran we use our own range of advanced 
automatic test equipment (now sold worldwide), backed by 
stringent 2-8 hours soak-rack testing. That means speed, ultra-low 
prices and, most important, guaranteed reliability. For the first 
three months we’ll repair any fault free. For the next three, at half 
these quoted prices. ★ It’s the finest service available. 

* Currently we handle over 3500 products on average every day. 
Providing services for such leading companies as Amstrad pic, 
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Recommended and Approved by 


AMSTRAD AIARI COMMODORE 

ACORN SINCLAIR 






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<¥• 


EUROPE’S LEADING 



COMPUTER REPAIR CENTRE 





...AND UNBEATABLE DISCOUNTS ON ALL COMPONENTS!!! 


^ With over £500,000 worth of spares in stock, we 
can meet many of your specialised requirements. 
We've listed a few examples and for anything not 
displayed just call us and well quote immediately 
inclusive of first class post 


Keyboard Membrane 

Spectrum 
Spectrum Plus 
Metal Templates 


3.00 

8.00 
3.00 


Power Supplies 

C64 

C16 


COMMODORE SPARES 


SPECTRUM SPARES 


Z80 CPU 
ULA 6C001 
Power Supply 
ROM 

4116 RAMS 
ZTX 690 
ZTX213 


2.50 
7.00 

6.50 
7.00 

.75 

.40 

.40 


6510 Processor 
6525 CIA 
6581 Sid Chip 
901225 Graphic ROM 
901226 Basic ROM 
901227 Kernal ROM 
906114 House Keeper 
6569 - VIC 

4164 RAMS - Memory 


12.00 

12.00 

15.00 

10.00 
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18.00 

1.00 


All the above prices include VAT but please enclose 
a further £1.50 post and packing on all component 
orders. 

HOW TO CONTACT US 
'A' For quotes on computers not listed or on 
any component telephone 0276 66266. 

(Quoting ZAP/107). 


★ To send us your micro for repair, mail it securely 
packed, accompanied by cheque, postal order 
(made out to Verran Micro Maintenance Limited) or 
quote your Access or Barclaycard number. And to 
obtain your special discount quote ZAP/107 . 


T erran 


Verran Micro-Maintenance Limited, Unit 2H & 2J, Albany Park, Frimley 
Road, Camberley, Surrey GU15 2PL. Telephone 0276 66266. 


I 






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HAVE YOU GOT WHAT IT 


A complex and deeply 
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brought together to generate 
the battleground of the 
future. HYBRID is a 
combination of superb 
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fevered imaginations 
hitherto found only in 
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challenges your ability to 
master this superior space 
adventure. The superb detail 
and engrossing strategy is a 
feast for the imagination. 


C64/128 cass £9.99 064/128 
di<ik £12.99 AMSTRAD cass 
£9.99 AMSTRAD disk 
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No 4 August 1985 
No 5 September 1985 
No 8 December 1985 
No 10 February 1986 

116 Pages! Bounder AND Eidolon Gold Medals! 
TWO Sizzlers! Fight Night! Revs! Deus ExMachina! 
Tony Crowther and Martin Galway Interviewed ! SIX 
Pages of Tips, including . . . Dynamite Dan Map! 
Underwurlde Map Part II! Incredible Pictures In The 
Compunet Art Gallery! Shadowspiel! Lucasfilm 
Interview Part I! Terminal Man! And More! 


BACKNUMBERS 


ZZAP! back to the past, and pick up the copies you missed of your favourite 
Commodore magazine. There’s something here for everyone - from connois- 
seur to casual consumer. Here's a quick look to whet your appetite . . . 


No 12 April 1986 

116 Pages! ‘Julian RignalT On The Cover! THREE 
Sizzlers! Zoids! Biggies Preview! Game Killer! Prog- 
rammer’s Egos Abound - ZZAP! Superstar Chal- 
lenge! FIVE Pages Of Tips! First Four Levels Of The 
Eidolon Mapped! 1985 ZZAP! Readers Awards 
Results! Mindsmear Preview! Wild Sounds From 
Your 64 - Datel Digidrum AND Sound Sampler 
Reviewed! ZZAPBACK! Shadowspiel! More Fabul- 
ous Compunet Art! Terminal Man! And More! 

No 13 May 1986 

116 Pages! Alter Ego Gold Medal! TWO Sizzlers! 
Thrust! Super Bowl! Picture Of The Gorgeous Claire 
Hirsch! The Daily Llama - Diary Of A Minter! 
infocom Interview Part I! ZZAP In-House Challenge 
Guest Starring Jeff Minter! SEVEN Pages Of Tips! 
Chimera AND Bounder Maps! Palace Software Pre- 
views' Shadowspiel! Mindsmear Confession! ZZAP- 
BACK 11 Imagine Interview! Index For Issues 1-12! 
Terminal Man 1 And More! More! More! 


tmmm. 










No 14 June 1986 

124 Pages! Spindizzy Gold Medal! SIX Sizzlers! 
International Karate! Cauldron II! Starquake! 
Spellbound! ZZAPTIONNAIRE Results! Infocom 
Interview Part II! Steve Evans Interview! EIGHT 
Pages Of Tips! Doomdark's Revenge Map! LastFour 
Levels Of The Eidolon Mapped! Shadowspiel! Gary 
Liddon’s Technical Bit In The Middle! ZZAPBACK!! 
Terminal Man! And More! 

No 15 July 1986 

124 Pages! Leader Board Gold Medal! FOUR 
Sizzlers! Boulderdash III! Slamball! Go For Gold! 
Sentinel! Budget Reviews Bonanza! Penn Wins 
Challenge! Euromax’s Mouse And Cheese! SIX 
Pages Of Tips! Starquake Map! More Outstanding 
Compunet Art! Daily Llama - Minter Diary! Gary 
Liddon’s Technical Bit In The Middle! Shadowspiel! 
CRL Previews! Terminal Man! And More! 

No 16 August 1986 

116 Pages! FOUR Sizzlers! Green Beret! Tau Ceti! 
Infiltrator! Kik Start II! Controversial Musician's Ball 
Interview! Vidcom Art Package Reviewed! Daily 
Llama - Minter Diary ! NINE Pages Of Tips ! Cauldron 
II Map! Hacker Map! Mercenary Map AND Tips! 
ZZAPBACK! Terminal Man - Final Episode! And 
Even More! 




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No 17 September 1986 

124 Pages! Roger Kean Leaves! TWO Gold Medals! 
Ghosts ’n’ Goblins! Graphic Adventure Creator! 
FIVE Sensuous Siz2lers! Knight Games! Arac! The 
Second City! Hercules! Split Personalities ! The 
Musician’s Other Ball - Commodore's Music Expan- 
sion System Reviewed! Daily Llama — Conclusion Of 
The Minter Dairy! SEVEN Pages Of Tips! Ark Pan- 
dora Map AND Solution! RMS Titanic Map! Mas- 
terblaster III! Software Cuties Special! Uchi Mata 
Preview! ZZAPSTICK! Chris Butler Interviewed! 
ZZAPBACK! And More! 

No 18 October 1986 

116 Pages! Gary Penn Takes Over! FIVE Sizzlers! 
Beyond The Forbidden Forest! Powerplay! Parallax! 
Iridis Alpha! Super Cycle! Two Readers Battle In 
The Challenge! Greg Barnett Interviewed! NINE 
Pages Of Titilating Tips! Tau Ceti Map AND Tips! 
Second City Map AND Tips! And More! More! More! 

No 19 November 1986 

148 Pages! World Games Gold Medal! FIVE Sizzlers! 
Dan Dare! Sanxion! Tass Times in Tone Town! Tri- 
vial Pursuit! Delta Four Interview! ZZAPSTICK! TEN 
Pages Of Tips! Miami Vice Map! First Four Levels Of 
Equinox Mapped! Robin Of The Wood Map! John 
Twiddy Interview! ZZAPBACK! And (Believe It Or 
Not) MORE! 

No 20 December 1986 

180 Pages! TWO Gold Medals! The Sentinel! Boul- 
derdash Construction Kit! FIVE Sizzlers! Sacred 
Armour Of Antiriad! Leather Goddesses Of Phobos! 
Bobby Bearing! The Pawn! Trailblazer! Firebird’s 
Fabulous Microrhythm Drum Kit Reviewed! 
TWELVE Pages Of Tips! Jack The Nipper Map! 
Zoids Map ! Dan Dare Map ! Antiriad Map ! And More ! 
More! More! 

No 21 Christmas Special 1986/87 

196 Pages! ONE Sizzler! The Bard’s Tale! The ZZAP! 
Lads! Denton Designs Revisited! Desert Island 
5Ws! Rockford’s Round-Up! Tamara Knight - Part 
One! Newsfield Reviewer's Challenge! Masterblas- 
ter IV ! ELEVEN Pages Of Thrilling Tips ! Glider Rider 
Map! Druid Map! Hacker II Map! Infiltrator Tips 
AND Maps! Fabulous Pull-Out 1987 Calendar! Com- 
punet - Partyline Parody! More Glorious Binary Pic- 
tures In The Art Gallery! ZZAP! Scrapbook! Page 
202! And More! 

No 22 February 1987 

132 Pages! Over FIFTY Pages of Reviews! FIVE 
Sizzlers! Gauntlet! Moonmist! Escape From Singe’s 
Castle! They Stole A Million! SEVEN Pages Of Tips! 
Flash Gordon Map! Last Four Levels Of Equinox 
Mapped! Mercenary: The Second City — THE Cheat! 
Infodroid Map! Kele-Line Profile! And Much Much 
More! 

No 23 March 1987 

116 Pages! TWO Sizzlers! Mutants! Brian Clough’s 
Football Fortunes! TWO Powerful Pages Of Hard- 
Hitting Editorial! Portal’ Re view'! Sensible Software 
Interviewed! TWELVE Pages Of Tips! Camelot War- 
riors Map! Firelord Map! Avenger Map! Fist II Map! 
Dante’s Inferno Map! 1986 ZZAP! Reader’s Awards 
Results! The Andrew Braybrook Diary - Mental 
Procreation Part One! And (Gasp) MORE! 

No 24 April 1987 

116 Pages ! ONE Sizzler ! Gunship ! SIX Pages of Coin- 
Op Reviews! ELEVEN Pages Of Tips! Tarzan Map! 
DIY 3D Escape From Singe’s Castle Map! Nosferatu 
Map! Aliens Map! Future Knight Map - Part One! 
Jarratt Joins! And A Whole Lot More! 

No 25 May 1987 

116 Pages! An Almost Full-Colour Issue! TWO 
Sizzlers! Into The Eagle’s Nest! Hollywood Hijinx! 
PLUS! Ranarama! Nemesis! Shockway Rider! POD! 
Sailing! Crucial Compilations Comparison! SIX 
Pages Of Tips! Future Knight Map - Part Two! Fan- 
tastic Oli Frey Pull-Out Poster! Impossible Mission 
Past Blaster! Stifflip And Co Preview! Terminal Man 
II Prologue! Index For Issues 13-24! And (Surprise 
Surprise) Even More! 

No 26 June 1987 

100 Pages PLUS SAMPLER CASSETTE! TWO 
Sizzlers! Zenji! Zolyx! Zzapback! SEVEN Pages Of 
Tips! Maps Of Aliens! Bobby Bearing! Feud! The 
Terminal Man II - Episode One ! A Hitchhikers Guide 
To Douglas Adams! Oink’s Curly Tale! And Many 
Many More! 

No 27 July 1987 

116 Pages! THREE SIZZLERS! Wizball! World Class 
Leaderboard! Bureaucracy! SIX Pages Of Tips! 
Maps Of Heartland! The Great Escape! Arcades 
Analysed! Philippa Irving's Manoeuvres — The 
Beginning! The Nintendo Console! American Foot- 
ball Round-Up! Dare We Say More! 

No 28 August 1987 

116 Pages! Penn Leaves! ONE Gold Medal! Head 
Over Heels! THREE Sizzlers! The Last Ninja! Lurk- 
ing Horror! Defender Of The Crown! EIGHT Pages 
Of Tips! Maps Of The Curse Of Sherwood! Vampire! 
Auf Wiedersehen Monty! Ranarama! Behind The 
Scenes Of The Living Daylights! The Mini Office II! 
Microrhythm Plus! The Zzaptionnaire Results! 
ZZAP! 16 - The C16 Scrutinised! The Return Of Gary 
Liddon! Who Could Ask For More! 


No 29 September 1987 

124 Pages! Brennan Begins! ONE Gold Medal! 
California Games! FOUR Sizzlers! Re-Bounder! Star 
Paws! Zynaps! Guild Of Thieves! EIGHT Pages Of 
Tips! Head Over Heels And The Last Ninja Mapped! 
The Sega Console! Binary Vision Say Their Piece! 
The End Of Tamara Knight! Zzapback! Raster Inter- 
rupts De-Mystified! And A Great Deed More! 








...... 



8Bt§8 


llii' 




Pirates! The world’s first s 


^-3(^5 X^wpaction and 
historical dr0ffa take / dace 
on (be Spanish Main during 
the th eenUiry iitul you play 
: iWe leading rule - Privateer 
Captain, a pirmJrt nil but 
name. \ 

l eap into this era hf 
turbit fence qnd ChtwgeS a 
time when daring 
adventurers can gain power 
and wealth. 


Raid treasure- laden 
galleons and plunder rich 
ports . Learn to navigate, to 
fence and to avoid nut tin r. 

I n iquely Pirates! : Wf 
combines the exeiteniefit op 
an adventure story with the 
challenge of simuldti on 
aecision-makingr You Must 
choose t he m ost lucra t we 
c*xped itions forge the most 
frit i If id alliances <hid 

Micr oProse Software Ltd. 2 Market Place. Tetbury. Gloucestershire GL8 8DA. Tel: (0666) 54326. Tlx: 434222 MPS UKG 


negotiate the greatest profits. 
j Success will determine 
| your status in later life. Non 
| will you end your days? A 
I prosperous noble or common 
if scoundrel? 

L Pirates 9 wilt be landing in 

\ all good software stores soon. 



wm 

Iff 

|. 'Is. 















BUDGET TEST 




ZZAPI’s monthly round-up of budget software 


Recent months have seen a huge increase in the volume of new 
budget releases entering the market. This new ZZAP! feature is 
designed to keep you up to date on these releases, and give a short 
summary of the quality of software available at the cheaper end of 
the market. This month, Julian Rignall casts his beady eye at the 
latest on the budget scene. 


AZTEC CHALLENGE 

Top Ten, £1.99 


In this, one of US Gold’s first ever 
games, the player assumes the 
role of an Aztec who has just been 
chosen for a human sacrifice. His 
only chance of survival is to 
escape by enduring a series of 
seven survival tests. 

Each of the tests takes the form 
of a separate game, and long and 
difficult they are too! Dodging 
spears, leaping over pools and 
negotiating traps are all part and 
parcel of this survival romp 
through ancient South America. 
The graphics and animation are 
laughably bad, but Azfec 
Challenge is oddly enjoyable - 
mostly due to the silly plot and 
addictive gameplay! 

OVERALL 72% 


BOULDERDASH/ 
BOULDERDASH II 

Prism, £2.99 


The evergreen 

Boulderdash games 
have been a firm 
favourite ever since the 
first release some three 
years ago, and their star, 
Rockford, has made regular 



appearances on these hallowed 
pages ever since. Now Prism has 
re-released the first two games in 
the series at a budget price. 

Rockford’s task sees him travel 
through a series of boulder-filled 
caves collecting diamonds - a 
dangerous task which involves 
solving fiendish puzzles and 
avoiding the cave’s denizens. 

Both Boulderdash I and II offer 
incredible addiction and 
playability which are unequalled in 
this range of the market. Go out 
and buy these two marvellous 
classics NOW! 

OVERALL 96% 


CLEAN-UP SERVICE 

Players, £1 .99 


Those whacky pair of cleaners, 
Bobban and Otto are back again 
to create havoc on your 
Commodore. Their cleaning firm, 
Clean-Up Service, has just been 
assigned the task of keeping 
Addle Hotel spotless - a cue for a 
game if ever I saw one! 

One or two players can play, 
guiding the heroes around a series 
of platform screens and clearing 
lumps of dirt as they go. Mutant 
rubbish gives chase - irradiating 
the two cleaners if not destroyed. 

The action is pretty frenetic, and 
is almost overwhelming in single 


Looks like Rockford got trapped on his way back from the margin to 
superstardom 


<m. m- ■* * 

r * * * 

♦ * *■ 

Sfc ** *■■ 

* * * 
S* * 

* * 


Lis 












* 





Bobban snoozes as Otto cleans up Addle hotel 


player mode. The two player 
option has plenty of scope for 
laughs, and great graphics and 
sound provide the finishing 
touches to this pleasurable 
platform game. 

OVERALL 80% 


COSMONUT 

Code Masters, £1.99 


‘Five amazing games in one’ 
boasts the cassette inlay . . . but 
‘Five amazingly average screens 
in one’ would be a little more 
appropriate. Cosmonut puts you 
in control of a little spaceman who 
has entered the maze-like head of 
an enormous robot. The mission is 
to destroy it by draining its power, 
a task requiring the completion of 
a series of three sub-games. When 
all are completed, the spaceman 
meets the robot for a final 
confrontation. 

The graphics are very bland and 
sound Isn’t anything special. If a 
little more thought had been put 
into the sub-games Cosmonut 
could have been fun, but the three 
games bear little repetition and 
quickly become predictable and 
dull. 

OVERALL 46% 








BEMH RACE 

Atlantis, £1 .99 


Now here’s a chance to reminisce, 
with this somewhat poor version 
of the eight year old racing game, 
Turbo. 


The objective is to race along a 
straight road, attempting to 
overtake 70 cars within an 80 
second time limit. Contact with 
other racers proves fatal, with the 
race ending after three crashes. If 
80 cars are passed before the limit 
expires, a bonus is awarded and 
the race continues along a more 
congested road. 

The archaic gameplay, graphics 
and sound provide an element of 
fun (mostly at the programmers 
expense), but the repetitive racing 
quickly bores. 

OVERALL 40% 



Jim and Bob are the names of an 
unlikely pair of robots who’ve just 
volunteered to rescue a Princess. 
One or two players participate, 
guiding the intrepid duo over a 
series of horizontally scrolling 
landscapes. 

The screen scrolls at a constant 
speed as the robots climb and 
jump - consequently, slowing 
down and allowing the scrolling to 
catch up results in their 
destruction. Life removing aliens 
roam the landscape, making the 
task just that little bit harder. 

The robot’s plodding pace 
tends to make the game 
frustrating, and consequently 
there’s very little instant reward. 
Deliverance could well give 
amusement on a rainy Sunday 
afternoon, but otherwise . . . 

OVERALL 43% 








DESTRUCTO 

Bulldog, £1 .99 


The evil Dr Destructo is building a 
fleet of ships, and is about to sally 
forth and conquer the world. Luck- 
ily for us the airforce have got wind 
of his plans and are sending a fleet 
of planes to destroy the ships 
before they embark. 

One or two players fly their craft 


over the ships, shooting down as 
many of the defending planes as 
possible. Shooting a defender 
causes it to crash down to the 
ship’s surface - damaging the hull 
on contact. Cause enough dam- 
age and the ship sinks, allowing 
the player to progress to the next 
vessel. 

Although the action is repetitive, 
it’s absurd enough to be enjoyable 
- especially with two players. 

OVERALL 61% 



► A pitched battle ensues over one of Dr Destructo’s ships 



► The eliminator wends his weary way deeper into the dungeons 



For some strange reason, this is 
very reminiscent of the arcade 
game Trojan ... yet it plays 
nothing like it. The player takes the 
role of a robot who enters a series 
of scrolling underground caverns 
to dispose of all the denizens. The 
mission starts out easy, but soon 


gets pretty tough as the deeper 
caverns are reached. 

The Enforcer is by no means a 
classic, but it looks good, is 
addictive and offers plenty of 
scope for long-lasting play. The 
main sprite and some of the caves 
are nicely drawn, although the 
hostiles are a bit of a let-down in 
this department. At two quid it’s a 
good buy, and there’s even a free 
audio track on the ‘B’ side! 

OVERALL 74% 








. PR|SlfiT|itiO?j 32% 

Great title screen and plenty of 
options. 

G|APHICS74% 

hairly basic - but then so were 
the originals! 

JqUPID 32% 
l he Soundtrack’s superb, 
although some of the more famil- 
iar effects are missing. 

!1 0 0XA3 IU7Y 93% 
Simplicity was (and is) the name 
of the game. 

1ASTARIUTY 33% . 

Each game presents a chal- 
lenge. 

over#Ill 00% 

Great entei tainmont. 


T hose of you who have a sec- 
ret yearning for the good old 
days of 1 0p arcade 
machines and simple, two colour 
games need look no further than 
Arcade Classics from Firebird 
Silver, which includes versions of 
the old favourites, Space Invaders, 
Asteroids, Snakes and Space 
Wars. 

Space Invaders is practically a 
pixel for pixel copy of the arcade 
version, retaining all the features 
of the original. 

Asteroids is also faithfully repr- 
esented, complete with pseudo 
vector graphic rocks and 
spaceship. Your vessel is directed 
by rotate and thrust commands 
and to progress from level to level, 
you must destroy all the rocks and 
asteroids on each screen. 

Snakes is a two-player only 
game where the aim is to kill your 


When I first heard 
that Firebird were 
going to release 
an arcade collec- 
tion, I thought it 
was a great idea and awaited 
the outcome with interest. I’m 
not disappointed. The conver- 
sions aren’t perfect, but 
they’re still fun to play - and at 
50p a throw they’re certainly 
far from disastrous. It’s a pity 
that Snakes and Space Wars 
are two-player only, but if you 
can get hold of friend then 
these are truly Arcade Classics. 


opponent’s snake by causing him 
to collide head-on with the body of 
your own. The aim is to trap your 
opponent as many times as possi- 
ble within an adjustable time limit. 

Last but not least is Space Wars, 
another two-player only game, the 
aim being to destroy your oppo- 
nent by blasting him with your 
front-mounted lasers. Both ves- 
sels are constantly under the influ- 
ence of the gravitational pull of a 
central sun, the strength of which 
may be set prior to play. 


There’s masses 
and masses of 
playability con- 
tained in Arcade 
Classics, with 
each of the four games being a 
good blast in its own right. Add 
the four together and throw in 
a powerful soundtrack, and 
you come out with one of the 
best budget releases in ages. 
The fact that a couple of the 
games are two player 
doesn’t detract at all from 
sheer fun generated by 
whole package. This is one 
everyone’s collection. 


ZZAP! 64 October 1 987 1 07 












MAIL 



£1 


OFF ANY OF THESE 

GREAT GAMES! 


READERS’ 
SPECIAL DISCOUNT 

OFFERS 


Normal retail prices are 
quoted, just knock off the 
discount on the form below 




PLEASE NOTE: This offer is only subject to the 
discounts detailed above, no others will be 
accepted (such as Subscribers’ extra discounts, 
or the normal ZZAP! Mail Order bulk buying dis- 
counts). Ail the above were reviewed in Issues 29 
and 30 of ZZAPI, most are already available; we 
will despatch orders as soon as possible but you 
may have to wait longer than normal for those 
games which haven't yet been released. 


HIGHLY RECOMMENDED! 

ACE II (Cascade) £9.95 
BLACK MAGIC (US Gold) £9.99 
HYSTERIA (Software Projects) £9.95 


AND THEN THERE'S . . ■ 


THE TUBE (Quicksilva) £8.95 
CALIFORNIA GAMES (US Gold) £9.99 
ZYNAPS (Hewson) £8.95 
PROHIBITION (Infogrames) £9.95 
NIGHT ON THE TILES (Firebird) £7.99 
GAME OVER (Imagine) £8.95 
BLITZKRIEG (Ariolasoft) £9.99 
LAST MISSION (US Gold) £9.99 
CENTURIONS (Reaktor) £9.99 
FLUNKY (Piranha) £9.95 
THE ARMAGEDDON MAN (Martech) £12.95 
ROAD RUNNER (US Gold) £9.99 
PILE-UP (Reaktor) £7.95 

PIRATES OF THE BARBARY COAST (Cascade) £9.95 
RE-BOUNDER (Gremlin Graphics) £9.99 
DECEPTOR (US Gold) £9.99 
STREET SPORTS BASEBALL (US Gold) £9.99 
STAR PAWS (Software Projects) £5.95 
THE LIVING DAYLIGHTS (Domark) £9.95 
PIRATES! (Microprose) £14.95 
DEATHWISH III (Gremlin Graphics) £9.99 



SPECIAL DISCOUNT OFFER 

I would like to order the following game(s) and understand that I may 
deduct £1 off the quoted price for any single order, or £3 off any pair of 
games ordered (for example, I can deduct £4 from the total prices of three 
games, or £6 from four games). I’ve listed them below, and enclose a 
cheque or postal order made payable to NEWSFIELD LIMITED. 


Name ... 
Address 


ZZ30 


Postcode 









PLEASE DEBIT MY VISA/ACCESS ACCOUNT £ 


1 wish to pay by Visa/ Access (delete as applicable) 

Signature 







Expiry Date 

Please Charge My Account No: 

rrrr 







_u 

1 I.U 


TITLE 



SUB-TOTAL 


DISCOUNT CLAIMED 


PAYMENT ENCLOSED 


NORMAL PRICE 


MAIL ORDER, PO BOX 20, LUDLOW, 
SHROPSHIRE SY81DB 



OPPORTUNITY KNOCKS 

Expansion in an exciting industry. 

Continuing success and growth in home computer software creates further 
positions for personnel in program writing, development and management. 

Ocean group markets software worldwide offering the most extensive 
publication of computer programs and producing maximum sales revenues. 

HOW RICH DO YOU WANT TO BE? 

You’ve probably heard a lot of claims and promises from software 
companies concerning paymentfor program code or design work but the fact is 
reward depends upon success and by linking into success you will achieve your 
maximum potential whichever way you choose to be paid. 

If you have talent and dedication then Ocean with its resources and 
international connections will bring the fame and fortune you deserve. 

HAVE YOU GOT WHAT IT TAKES? 

We are looking for people to work in the fields of game design, graphic 
animation, program coding and related skills either directly as in-house 
personnel or on a freelance basis. Training and support will be offered; 
everything from equipment to friendly advice — we want to help you do a better 
job for both of us. 

We are also looking to market finished software and will offer to translate 
original programsto every relevant microformat in orderto increase the potential 
revenues to the creator. 

We work and publish in both 8 bit and 1 6 bit environments worldwide and no 
project is too large or too small for our consideration. 

DON’T MISS THE BOAT 

Contact us today in full confidence either by phone, telex, fax or write to: 

Product Acquisition and Development, 

Ocean Software Limited, 

6 Central Street, 

Manchester. 

M2 5NS. 

Telephone - 061-8326633 
Fax - 061-834 0650 
Telex - 669977 OCEANS G. 







FORBIDDEN FOREST 

Top Ten, £1.99 


This ageing US Gold classic has 
just been given a new lease of life 
courtesy of the new Top Ten 
budget label. 

The player takes the role of an 
heroic archer, entering the realm 
of the Forbidden Forest to do bat- 
tle with the evil Demogorgon who 
reigns supreme. Before this monu- 
mental showdown, the Demogor- 
gon’s minions have to be 
despatched - these terrors 
include giant frogs, snakes, skele- 
tons and spiders. 

The graphics are unbelievably 
blocky, but the gameplay is 
superb - full of blood, guts and 
gore. A superb soundtrack belts 
along as the archer cleaves a path 
through the forest, adding greatly 
to the atmosphere. This is 
definitely a classic - not to be 
missed. 

OVERALL 82% 


FRENESIS 

Mastertronic, £1 .99 


One thing that can be said about 
Frenesis is that it’s highly original. 
However, playability doesn’t 
always go hand-in-hand with new 
ideas - a fact that is well illustrated 
here. 

The idea is to take control of four 
bars - two horizontal and two ver- 
tical - and to guide them over the 
swarming aliens. Destroying a set 
number within a limited time 
allows progress to the next, faster 
screen. The first couple of levels 
are quite easy, but survival 
becomes increasingly difficult as 
later levels are reached. 

The action is very colourful, but 
the gameplay is confused and ulti- 
mately repetitive. A nice idea 
which didn’t quite make it. 

OVERALL 43% 




J- [W 

ni A'k'h 


Bug Byte, £2.99 


Bug Byte certainly have some gall! 
They’ve freeze-framed the original 
multi-load disk version of Alice to 
tape, mastered it, and are now sel- 
ling the result for three quid. This 
sounds fine, but there is a major 
drawback which isn’t immediately 
apparent . . . 

All runs well until the end of the 
first level is reached, whereupon 
the program tries to access the 
next level from disk. It doesn’t 
realise the program has loaded 
from cassette, and tries again to 
access the non-existent disk. After 
a few seconds, the 64 gives up and 
resets itself in confusion. 

The first level is unbelievably 


simple - just guide Alice along a 
very badly drawn horizontally 
scrolling path, avoiding inept flying 
creatures until you reach the end. 
The occasional floating door 
causes trouble, but otherwise it’s 
plain sailing for our cute heroine. 
Basically there’s about four 
minutes of this tedious play on 
offer before the machine turns 
itself off - which thankfully saves 
us the bother. 

Three pounds? No way Jose! 

OVERALL 3% 


TOAD FORCE 

Players, £1.99 


It has been decided that the most 
advanced defence system in the 
universe has to be destroyed, and 
you, a bio-mechanical fighting 
toad, has been enlisted for the 
task. 

The defence network is spread 
across five levels of scrolling 
landscape, and is heavily guarded 
by all manner of vile creatures. The 
jet-packed toad starts on the 
planet surface and travels 
downwards, destroying all in his 
path. Extra supplies are picked up 
along the way to the central 
system to keep the toad alive and 
the jet-pack working. 

The game is extremely well 
presented, with a sub-game to 
play while the program loads, an 
attract mode and a great high- 
score table. The backdrops are 
simply gorgeous, with superb use 
of colour, and the sound works 
extremely well. 

Getting to grips with the control 
is tricky, and consequently games 
can be short and numerous, but 
practice reaps its own rewards 
and mastering Toad Force proves 
to be highly satisfying. 

OVERALL 83% 


GUN RUNNER 

The Power House, £1 .99 


This Choplifter variant sees you 
patrolling a horizontally scrolling 
landscape in your chopper. Every 
so often a helpless human appears 
and is picked up by flying as low as 
possible and lowering a winch. 
When the required amount of 
people have been rescued, the 
player progresses to the next, 
more difficult level. Throughout 
the mission, kamikaze alien craft 
fly in and try to destroy the 
helicopter, but the chopper’s 
machine guns and three smart 
bombs can take them out. 

The action is fast and furious, 
but there’s not a lot to keep a 
player toggling his joystick. The 
parallax scrolling is extremely 
pretty, and the graphics and 
sound are generally good - it’s just 
the gameplay that’s lacking. 

OVERALL 60% 


a • ■ 


BUDGET TEST 


1 1 0 ZZAP! 64 October 1 987 


Watching the hideously coloured Forbidden Forest backgrounds can 
sometimes prove to be the game’s toughest challenge 


A one-toad fighting force penetrates the defences of the evil planet 


Frenesis is original and colourful - but not particularly playable 
An inept Gun Runner crashes his chopper 













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► Running the gauntlet of a fiery tunnel in Lazer Force 




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uuutnu 


A Starforce Nova’s scrolling becomes a blur as the ship accelerates 


Poor old Dr Jackie has just gulped 
a transforming potion made by his 
enemy Dr Piqued, and become Mr 
Wide, a bloated fatty who makes 
Gary Liddon look like Twiggy. Not 
being terribly happy with this 
situation, the great fool is now 
wobbling around in search of an 
antidote. The cure to his obesity is 
located in Dr Piqued’s secret lab, 
and the hunt for his place of 
experimentation forms the plot. 

The search is carried out in two 
parts - a vertically scrolling 
journey through Hyde Park, and 
the negotiation of the London 
Sewers, where the evil Doctor’s 
lab resides. 

There are plenty of puzzles and 
problems to overcome, but the 
gameplay isn’t at all rewarding or 
addictive. The graphics are very 
ugly, with flickering sprites and 
gaudy backdrops, and the action 
quickly becomes tiresome. 

OVERALL 29% 


LAZER FORCE 


Code Masters, £1 .99 


Who on Earth writes the inlays for 
Code Masters, and how do they 
get away with it? ‘A new arcade 
shoot ’em up which stretches the 
64 to its limits’ is the claim made 
on this one - and colourful it might 
be, but there’s no way the 64 is at 
all stretched. 

There are four highly derivative 


T Is it a plane? Is it a car? -No, it’s 

Morphicle! 


levels to blast through. The first is 
a vertically scrolling hazard-filled 
tunnel, next comes a screen from 
Centipede , then a refuelling stage 
exactly like the one in Moon Cresta 
and finally there’s a journey up a 
vertically scrolling road, just like 
that in the ancient Mastertronic 
game, BMX Racers. 

Each of the four levels is finished 
with ease, and the action becomes 
repetitious very quickly thereafter. 
There are plenty of better shoot 
’em ups around offering far more 
addiction and variety. 

OVERALL 32% 


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MORPHICLE THE 
TRANSFORMING 
CAR 

The Power House, £1.99 


A bomb is steadily ticking away 
and you have been volunteered to 
defuse it. The mission starts in a 
fabulous transformer car, zooming 
along over a horizontally scrolling 
landscape. The road has to be fol- 
lowed carefully, otherwise the car 
crashes and the mission ends. 
Occasionally a roadblock is 
encountered, but a press of the fire 
button transforms the car into a 
flying machine, and it zooms over 
the obstacle with ease. 

The next stage involves the 
negotiation of a tricky maze, and 
finally a superbly drawn floating 
slide puzzle is put together before 
the bomb is finally made safe. 

The first two levels are pretty 
poor, and at times so obscure that 
they’re almost too frustrating to 
persevere with. However, the final 
level is superb - it’s a shame that 
more couldn’t have been made of 
it. Morphicle is an enjoyable diver- 
sion, but not one to put at the top 
of your shopping list. 

OVERALL 58% 


The survivors of an alien attack on 
Earth are being evacuated and 
taken to safety in a giant Space 
Ark. However, this trip involves 
travelling through the F 
Dimension, an uncharted area of 
space where alien attackers lay in 
wait. 

The player defends the Ark by 
flying over the long, horizontally 
scrolling craft shooting down any 
attackers. After two sweeps letters 
appear and are shot for a bonus 
score. After that the action starts 
again with an even more hostile 
force to contend with. 

The gameplay is loosely based 
on Uridium, and provides some 
fun as you fly over the craft. A 
decent soundtrack adds urgency, 
but in the end the action wears a 
little thin. There are plenty of other 
shoot ’em ups to try before this 
one. 

OVERALL 52% 


ZZAP! 64 October 1987 111 








W\ b ZSjr, Superb stuff! The 
third chapter of 
the Camels series 
follows on per- 
fectly from its 
predecessors. The individual 
graphics are occasionally eye- 
wrenching, but are always 
extremely clever, they also 
contain some great humour. 
The gameplay echoes Revenge 
I, but it's much better, with a 
new ‘weapons select* system, 
more powerful firepower and 
a much improved control 
method. The sound is also 
great, and lends a great 
atmosphere to the action. 
Minter has certainly come up 
with the goods again - and at a 
price that everyone can afford. 






Unused to to the rigours and 
tactics of warfare, Earth’s only 
hope is to initiate the genetically 
mutated beasts created by the 
ancients over 6000 years ago. 
These animals, specifically the 
mutant camels, were last used in 
combat against the Zzyaxian 
aggressors when they saved the 
Earth from defeat. The signal for 
their reactivation has been sent 
and once more the fate of the Earth 
lies in their hooves. 

Taking direct control of one 
such creature, your mission takes 
place on the planet Zzyax, where 
there are 1 00 horizontally scrolling 
attack waves waiting to be con- 
fronted. 

The camel fires continuously 
while the joystick button is held 


\^>J As happens with 
-A. most of mister 
m ’jhbi Minter’s games, I 
find it harder to 
relate to a camel 
than to a spaceship or futuris- 
tic vessel of some kind. Having 
said all that, I’m sure that the 
86 billion Minter fans will run 
out and buy it nonetheless - 
and they’ll enjoy it too, as this 
is a typical Minter product, full 
of inspired characters and 
more than slightly off the wall 
gameplay. There’s not a lot on 
offer for square system-dwell- 
ers though. 




down, and pushing up on the joys- 
tick launches the mutant Dromed- 
ary into the air where it can then 
launch bombs onto the Zzyaxians 
below. 

At the end of a wave, new 
weapons may be ‘bought’ by 
accessing the weapons selection 
mode. Placing the cursor circle 
over a previously attempted 
square and pressing the fire button 
accesses the the equipment list 
where, depending on the amount 
of credits earned, different 
weapons and shields may be 
purchased. 

Initially, five mutant camels are 
available, and extra beasts may 
also be purchased later on. 


A fter centuries of peace, the 
people of Earth are once 
again about to be thrown 
into battle following the re- 
emergence of the evil Zzyaxian 
Empire, which has plans to attack 
the Terrans’ homeworld. 


The plants in question are 
scattered throughout the 
horizontally scrolling swamp, 
which you traverse in an inflatable 
dingy. Energy draining mutant 
animals attack throughout, 
causing you to call up a gun as 
your only means of defence. 

Swamp Fever offers nothing 
special, but it’s playable and 
entertaining enough for the 
money. 

OVERALL 54% 


Somewhere in Florida, nuclear 
waste has leaked from an 
underground dump and caused 
mutant plants to grow. Desperate 
scientists have now asked you to 
enter the irradiated swamp and 
pick the plants so that they can 
experiment on them. 


1 1 2 ZZAP! 64 October 1 987 


PRE|ENTATiC|W 80% 

Good documentation and pleas- 
ant on-screen appearance. 

GRAPHICS 80% 

Large, colour fill and typically 
Mintorosque. 

S OU N D 70% 

A gentle title tune contrasts with 
the games awesome 
cacophony. 

MOOXAOIU I Y 89% 

Although the action is strange - 
it’s easy to get into. 

l AS rAOlU iY 79% 

100 different waves to negotiate 
and plenty of blasting action. 


Another Minter classic which 
show’s that there’s still life in the 
horizontally shoot ’em up theme 


SWAMP FEVER 

Players, £1 .99 


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You are one of the elite . . . parachuting alone behind enemy 
lines.The enemy controls the terrain, hidden in bunkers and 
machine gun nests . . .you may be surrounded. The action is 
fierce as you control one soldier’s battle against over- 
whelming odds. You’ll need skill and strategy to out- 
manoeuvre your enemy, plus courage and some luck to 
make your escape. Airborne Ranger is an exciting fast- 
paced simulation with 12 desperate missions in 3 different 
regions of the world. The possibilities are endless! 


AIRBORNE RANGER. Achallenging combination of danger 
and suspense. Available for the Commodore 64/128K. 
Cassette £14.95 Disk £19.95 . 


PROSE 


Please send copy/ies of Airborne Ranger CBM 64/128 □ Cassette £14.95 □ Disk £19.95 □ Further details. 

Name (block capitals) Address. 


Post Code 


I enclose £. 


or debit my Access/Visa card. Expiry date 


including 55p P+P. Cheques payable to MicroProse Software Ltd, 

No.lZ 


MicroProse Ltd., 2 Market Place, Tetbury, Gloucestershire GL8 8DA. UK. Tel: (0666) 54326. Tlx: 43422 MPS/UKG. 











§§§§3 

§|I| 


1 % 




Thor The Warrior 

4,678,932 David Taylor, Alvington, Glos 
3,974,521 Paul Cashley, Bishopston, Bristol 
2,999,320 Richard Hardbattle, Nuneaton, 
Warks 


Questor the Elf 

2,497,341 Paul Cashley, Bishopston, Bristol 


m 


ALIENS (Electric Dreams) 

126,500 Paul Griffiths, Llandudno, N Wales 
52,725 Sean Meadows, North End, 
Portsmouth 

23,950 George Dick, Invergordon, Scotland 

ALLEYKAT (Hewson) 

14,582,700 Jean-Claude Zeh, Hoenheim, 
France 

9,334,400 Richard Hudson, Copmanthorpe, 
York 

8.917.300 Tony Shoreman, Billington. Lancs 

ANTIRIAD (Palace Software) 

Completed In . . . 

3:06 M Gooday, Bishop's Stortford. Herts 
3:40 Damian Boocock. Colne. Lancs 
3:52 Ged Keaveney. Huddersfield. W Yorvs 

ARKANOID (Imagine) 

1 ,262,190 Jonathon Webb. Highbridge. 
Somerset 

979,600 Paul Stapley. Whitby. N Yorks 
913,090 Steve Pratt. Leighton Buzzard. Beds 

ARMOURDILLO (Code Masters) 

29.300 Adie Griffiths. Crowborough. E Sussex 

21 .000 P Griffiths. Llandudno. N Wales 

9.200 Chris Mclean. Helsby. Cheshire 

AUF WIEDERSEHEN MONTY (Gremlin 
Graphics) 

51 ,223 Casey Gallacher. Swallowfield. 
Reading 

18.000 Sanjay Vaghela. Rugby. Warks 
17,482 Steve Bennett. Prestatyn. Clwyd 

BARBARIAN (Palace Software) 

160.000 Paul Griffiths. Llandudno. N Wales 

44,450 Colin Box. Doncaster. S Yorks 

21 .200 Chris McLean. Helsby. Cheshire 

BEAMRIDER (Activision) 

980.420 Steve Jarratt. ZZAP! Towers 
642,704 Michael Sung. Peterlee. Co Durham 
272,174 Steve Tye. Kidderminster, Worcs 

BMX SIMULATOR (Code Masters) 

4.420 Jap, Ettingshall Park, Wolverhampton 
4,260 Adrian Broadley, Manby, Lines 
3,755 Stuart Jesson, Stoney Stanton, Leics 

BREAKTHRU (US Gold) 

246.000 Vincent Old, Wellingborough, 
Northants 

138,050 Paul Gibson, Sunderland, Tyne And 
Wear 

1 1 1 .900 Gary Rice, Colchester, Essex 

BULLDOG (Gremlin Graphics) 

2.238.200 Gary Footitt, Droylsden, 
Manchester 

1,825,700 Roger Alexandersson, Goteborg, 
Sweden 

1.207.200 Tony Shoreman, Billington, Lancs 

COBRA (Ocean) 

285.900 Philip Stevens, Alfreton, Derbyshire 
93,400 Patrick Green, Burnley, Lancs 

89.200 Stephen Wildridge, Great Sutton, S 
Wirral 

CRYSTAL CASTLES (US Gold) 

677,992 Julian Rignall, ZZAP! Towers 
668,995 Richard Hardbattle, Nuneaton, 
Warks 

652,127 lain Davidson, Dumfries, Scotland 

DECATHLON (Firebird) 

10,084 Andrew Holmes, Bottesford, Notts 
10,247 Jonathan Richards, Attleborough, 
Warks 

9,840 Howard Worton, Southwark, London 


DEFENDER OF THE CROWN (Mirrorsoft) 

Completed by: 

March 1201 Van Crombrugge Bart, Anterp, 
Belgium 

DELTA (Thalamus) 

1,258,430 Colin Redfern, Heywood, Lancs 
972,636 Andrew Simmonds, E Studdal, Kent 
895,850 Aidon Donnelley, Kilmacud, Dublin 

DRAGON’S LAIR (Software Projects) 

63.997 Sean Walker (Runsoft), Melbourne, 
Australia 

36.642 Simon Cole's Mum, Chelmsford, 

Essex 

33.750 Simon Cole. Chelmsford, Essex 

DUET (Elite) 

168.170 Fu Sang Li. Crewe. Cheshire 
159.110 Gary Smith. Basingstoke, Hants 
1 20.370 Paul Dunstan. High Wycombe, Bucks 

ESCAPE FROM SINGE’S CASTLE 
(Software Projects) 

92.742 Craig Knight. Keyworth. Notts 
78.538 Howard Clarke. Inverness, Scotland 
76.584 Ian Sullivan. Forest Hill. London 

EXPRESS RAIDER (US Gold) 

68.450 Gavin Shute. Aylesbury. Bucks 

42.500 Chris McLean. Helsby. Cheshire 

THE EQUALISER (The Power House) 

20.620 Dean Stinton. Botley. Southampton 
14.850 Jonathan Richards. Attleborough. 
Warks 

13.120 Graeme Crichton. Irvine. Ayrshire 

FEUD (Bulldog) 

87% David Barker. Bedfont. Middx 
44% Paul Dunstan. High Wycombe. Bucks 
44% Richard Morgan. Fordingbndge. 
Hampshire 

FIRELORD (Hewson) 

145,205 Richard Pargeter. Coventry. W Mids 
1 43, 1 60 Daniel Osbourne. Hornsea. N Humbs 
1 16,805 Damian Ward. Harrogate. W Yorks 

FIRETRACK (Electric Dreams) 

835,640 Darren Cole, Chingford. London 
664,960 Kristian Bruun. Copenhagen. 
Denmark 

527,290 Johnny Larsen, Copenhagen. 
Denmark 

FIST II (Melbourne House) 

1.753.000 Steven Rolf, Kettering, Northants 

1,560,800 Ged Keaveney, Huddersfield, W 
Yorks 

1.220.000 Steven Guilfoyle, Oldham 

GALIVAN (Imagine) 

287.000 Chris McLean, Helsby, Cheshire 

GAUNTLET: DEEPER DUNGEONS (US 
Gold) 

Merlin The Wizard 

8,787,1 95 Asher Rashid, Thornaby, Cleveland 
4,350,297 Paul Cashley, Bishopston, Bristol 
4,308,061 Michael Robertson, Stirlingshire, 
Scotland 


Thyra the Valkyrie 

818,692 Paul Hollington, Hullbridge, Essex 

GHOSTS ’N’ GOBLINS (Elite) 

920.800 Casey Gallacher, Swallowfield, 
Reading 

531,890 Christian Major, Norwich, Norfolk 
456,060 Chris Goodswen, Norwich, Norfolk 

GUNSHIP (Microprose) 

278,785 Richard Mellor, Bridgwater, 

Somerset 

265.990 David Nicol, Heworth, York 
262,960 Mark Logan, Inverness, Scotland 

HEAD OVER HEELS (Ocean) 

95,980 Ciaran Brennan, ZZAP! Towers 
88,140 Richard Lunn, Leeds, W Yorks 
86,860 A Watson, Stockton, Cleveland 

HERCULES (Alpha/Omega) 

1 ,1 59,880 Thomas Broers, Lundflata, Norway 
81 5,920 Nils-Olav Barvag, 6770 Nordfjordeid, 
Norway 

755.500 Robert Hemphill. Port Glasgow 

HERO (Firebird) 

177,762 Patrick Lammers, 1400 Nivelles, 
Belgium 

125,324 Julian Rignall, ZZAP! Towers 
52,093 Paul Cochrane. Dundee. Scotland 

I, BALL (Firebird) 

47.760 Marc Spence. Leeds 10 
32,090 Matthew Viveash. Chinnor. Oxon 

21 .300 Stuart Scattergood. Address not 
included 

INTO THE EAGLE’S NEST (Pandora) 

2.186.800 Guy Gilding, Slough. Berks 

1.143.300 M Booman. Oud-Beijerland. The 
Netherlands 

1 .049.800 Frank the Menhir. Herts 

IRIDIS ALPHA (Llamasoft) 

599.760 George Bray. Armthorpe. Doncaster 
349.520 Colin Redfern. Heywood. Lancs 
204.390 Jonathan Wood. Edgeware, Middx 

JAILBREAK (Konami) 

195.500 Paul Gibson. Sunderland, Tyne And 
Wear 

102.500 Malcolm Redfern, Preston, Lancs 

89.500 Stephen Lund, Bradford, W Yorks 

JEEP COMMAND (Bug Byte) 

303.990 J Gheorghisor (Runsoft), Melbourne, 
Australia 

250.350 Dave Breed, Cullercoats, Tyne & 
Wear 

227.380 Marc Hodge, Selby, N Yorks 

KNUCKLEBUSTERS (Melbourne House) 

1 1 .700 Craig Bent, Failsworth, Manchester 

6.300 Steve Quinnell, New Eltham, London 

5.700 Bharat Vaghela, Rugby, Warks 

KRAKOUT (Gremlin Graphics) 

21 ,1 84,770 Michael Eikmans, The 
Netherlands 

1 2.740.800 Dave & Brett Warburton, Cheshire 

3.068.500 Steven Packer, Chelmsford, Essex 

LEADER BOARD (US Gold/Access) 

NOVICE 

-39 Robert Smith, Edgbaston, Birmingham 
-28 Paul Ratje, Newport, Isle of wight 
-26 Gary Fuller, Hethersett, Norfolk 

AMATEUR 

-27 Jonathon Webb, Highbridge, Somerset 
-25 Robert Troughton, Keighley, W Yorks 
-23 Paul Allan, Aberdeen 


PROFESSIONAL 

-33 Philip Astley, Kingswinford, W Mids 
-24 Paul Allan, Aberdeen 
-22 Robin Evans, Tring, Herts 

LEADERBOARD: EXECUTIVE EDITION (US 
Gold/Access) 

NOVICE 

-25 David Dunn, Shaftesbury, Dorset 
-23 Anthony Scotthorne, Worksop, Notts 
-21 Gary Smith, Basingstoke, Hants 

AMATEUR 

-19 G Sinclair, Cornwall 
PROFESSIONAL 

-30 Steve Jones, North End, Portsmouth 
-18 Stewart Rogers, Tunbridge Wells, Kent 

LIGHTFORCE (FTL) 

3,239,250 Richard Burgman, Seaford, Essex 
2,526,975 Jake E, West Bromwich, W Mids 
2,296,360 Taki Liberopoulos, Athens, Greece 

MARIO BROTHERS (Ocean) 

449,380 Jake E, West Bromwich, W Mids 
252,620 Ozz, New Eltham, London 

METROCROSS (US Gold) 

31 1 ,700 Louis Farnham, Twickenham, 
Middlesex 

168,950 Gary Smith, Basingstoke, Hants 

90,000 David Bond, Swindon, Wilts 

MILK RACE (Mastertronic) 

7,965 Kristian Fulfitt, Estover, Plymouth 
7,906 Vincent Old, Wellingborough, Northants 
7,794 Gary Smith, Basingstoke, Hants 

MONTEZUMA’S REVENGE (Databyte) 

1 .127.500 W Drew, Brisbanem, Australia 

412.450 Adam Trewella, Stapleton, Bristol 

398.450 Ozz, New Eltham, London 

MUTANTS (Ocean) 

66.209.750 Steven Packer, Chelmsford, 
Essex 

51 .644.500 Adie Bonner, Southbourne 

31 .025.750 Gareth Williams, Swansea, W 
Glamorgan 

NEMESIS THE WARLOCK (Martech) 

37,460 Anthony Scotthorne, Worksop, Notts 
14,290 Andrew Scully, Brincliffe, Sheffield 
12,770 Mike Thomas, Caerphilly, Mid Glam 

NINJA MASTER (Mastertronic) 

485,840 Gordon Shearer, Rothes, Morayshire 
198,880 Robert Futter, Downham Market, 
Norfolk 


IIIIII9 

mini 









Z (Rhino) 0 . 

701 ,250 Howard Clarke, Inverness, Scotland 
671 ’,450 Jake E, West Bromwich, W Mids 

576,200 Stephen Ross, Ryde, Isle of Wight 


TOY BIZARRE (Activision) 

223,420 J D Oliver, Ipswich, Suffolk 

144,700 Sherif Salama, Cairo, Egypt 

102.900 Julian Rignall, ZZAP! Towers 

TRAILBLAZER (Gremlin Graphics) 

1 ,1 23,350 Jason Cooper, Wednesbury, W 

Mids , • i 

1 ,1 20,040 Henry Rawlinson, Salisbury, Wilts 
828,270 Ian Robinson, Tottenham, London 

TRAP (Alligata) 

481 .900 Lawry Simm, Liverpool L23 
429,510 Colin Bayne, Glenrothes, Fife 

328,500 Robert Elliot, Miadlesborough, 
Cleveland 


SKOOL DAZE (Micromega) 

126,910 Anthony Duiker (Runsoft), 
Melbourne, Australia 

1 20,780 Gordon Shearer, Rothes, Morayshire 
104,340 Scott Moore, Fixby, Huddersfield 

SLAMBALL (Americana) 

7 462,660 Carleton Shaw, London, N10 
5,801 ,720 C Harbinson, Rumney, Cardiff 
5,504,870 Gavin Burnett, Westhill, Inverness 

SLAP FIGHT (Imagine) 

586,000 Matthew Viveash, Chinnor, Oxon 
147,775 David Scouller, Billingham, 
Cleveland 


ZOLYX (Firebird) 


261 608 Nick Aulton, Solihull, W Mids 
256,929 Anthony Scotthorne, Worksop, Notts 
210,011 Jason Chyppendale, Hall Green, W 
Mids 

ZONE RANGER (Firebird) 

18,720 Marc Spence, Leeds 10 
14,650 Jonathan Wood, Edgeware, Middx 
1 2,904 Mrs Sue McGovern, Leighton Buzzard 
Beds 




Applications to the Scorelord 
should be made on a postcard 
or the back of a sealed envelope, 
and entries which contain more 
than three high-scores will not be 

accepted. 


196,315 Michael Pihl, Kumla, Sweden 


NOMAD (Ocean) 

5,264 John Gheorghisor, (Runsoft), Australia 
4,065 Paul Want, Harrogate, N Yorks 
3 885 Paul Tudor, Stourbridge, Pedmore 


OLLI AND LISSA (Firebird) 

19,820 Lee Barker, Northwich, Cheshire 
14,898 Stuart Scattergood, Address not 
included 

13,715 Henderik Engelsman, Maassluis, 
Holland 


PANTHER (Mastertronic) 

250,900 Liam Chivers, Battenhall, Worcs 

215,500 Jason Birnie, Cranleigh, Surrey 
200,940 Steve Lee, Guildford, Surrey 


PAPERBOY (Elite) 

301,400 Mark Rolf, Kettering, Northants 

300.700 John White, Whitefield, Manchester 

140.700 Steve Quinnell, New Eltham, London 


PARADROID PLUS (Hewson) 

86.500 Brian Yeo, Tarbolton, Ayrshire 

63,200 Adam Beabies, Tarbolton, Ayrshire 

45.500 Karim Bouali, Tooting, London 


PARALLAX (Ocean) 

106,850 Ali Kerswell, Guildford, Surrey 

89,300 Jason Birnie, Cranleigh, Surrey 

78,400 Adam Pracy, Newton Flotman, 
Norwich 


PARK PATROL (Firebird) 

995,610 Jonathan Edge, Waverton, Cheshire 
994,990 Simon Jones, Chelmsford, Essex 
993,130 Paul Harwood, Penge, London 


POD (Mastertronic) 

1 .468.440 Karsten Toksvig, 8832 SKAIS, 
Denmark 

1 .082.440 Matthew Penn, Ormskirk, 
Lancashire 

1 ,046,800 Dean James, West Bromwich, W 
Mids 


QUARTET (Activision) 

2,874,500 Adie griffiths, Crowborough, E 
Sussex 

295,385 Julian Rignall, ZZAP! Towers 

186,400 Steven Packer, Chelmsford, Essex 


RE-BOUNDER (Gremlin Graphics) 

1,276,337 Cleveland Gibbon, Erdington, W 

Mids ... 

1 ,235,130 Nik Kimberley, Wolverhampton, W 

Mids 


137,560 Cleveland Gibbon, Erdington, W 
Mids 


RIVER RAID (Firebird) 

259,235 Julian Rignall, ZZAP! Towers 
131 ,020 Jonathan Richards, Attleborough, 
Warks 


ROAD RUNNER (US Gold) 

285,000 Andrew Dallyn, Braunton, Devon 

282,860 Paul Dunstan, High Wycombe, Bucks 
272,320 Roger Alexandersson, Goteborg, 
Sweden 


ROCK ’N’ WRESTLE (Melbourne House) 

3,1 25,1 00 Jamie Orridge, Gedling, 
Nottingham 

2,655,200 Alan Smith, Glenrothers, Fife 

941 ,300 Graeme Dutch, Tillydrone, Aberdeen 


SABOTEUR (Durell) 

£2,789,600 Gareth Mitchell, Mirfield, W Yorks 
£1,175,000 Daniel Maurice, Redland, Bristol 
£971 ,300 Jari Jaakola, Inkeroinen, Finland 


SANXION (Thalamus) 

1 ,006,466 Steven Malpass, Stoke-on-Trent, 

Staffs ....... 

784,390 Stephen Gandy, Halesowen, W Mids 

517,860 Peter Williams, Preston, Lancs 


SCOOBY DOO (Elite) 

248.600 Sean McDonaqh.Jarrow.Tvne &Wear 
194,550 Gareth Mackie, Peterhead, 
Aberdeenshire 

153.600 Stuart Kelly, Reading, Berks 


SHAO-LIN’S ROAD (The Edge) 

128,420 Damian Boocock, Colne, Lancs 

36,164 Steven Young, Wallsend, Tyne & Wear 

31 ,430 Howard Worton, Southwark, London 


SHOCKWAY RIDER (FTL) 

1 ,524,798 Matthew Phypers, Sunnyhill. Derby 

291 ,000 Julian Rignall, ZZAP! Towers 
88,350 Howard Worton, Southwark. London 


RANARAMA (Hewson) 

3 358,400 Richard Leadbetter, Witham, Essex 

1 1822,200 Craig Knight, Keyworth, Notts 

1,555,700 Martin Draper, Alfreton, Derby 


SILENT SERVICE (US Gold/Microprose) 

(TONS SUNK) 

1 ,032,800 Guy Gilding, Slough. Berks 

910.100 Karsten Tokisuig, Drosselvej 6. 
Denmark 

563.100 Steven Hall, Croughton. N Hants 


SKATE ROCK (Bubble Bus) 

288,430 Justin Cole, Huddersfield, W Yorks 
239,020 Sean Walker, (Runsoft), Australia 
223,280 Stephen Bloor, Nuneaton, Warks 


SKY RUNNER (Cascade) 

$669,700 John Doyle, Kilmarnoch, Ayrshire 
$190,600 Martin Dobson, London El 2 
$125,500 Peter Hulme, Bishop’s Stortford, 
Herts 


SPLIT PERSONALITIES (Domark) 

680,400 Mrs L Hayden, London El 6 

665,200 Mrs J Carroll, Burnham-on-Sea, 
Somerset 

505,100 Michael Skelcher, Wentonmg, Beds 


STARQUAKE (Bubble Bus) 

287,763 Nigel Froud, Godaiming, Surrey 
287,140 Ove Knudseu, 5033 Fyllingsdaleu, 
Norway 

273,667 Per Kjellander, Stenungsund, 
Sweden 


STREET SURFER (Bubble Bus) 

21 ,108 Jonathan Stock, Denton, 

Northampton _ .. , 

16 270 Howard Clarke, Inverness, Scotland 
1 5’, 81 1 Adie Griffiths, Crowborough, E Sussex 


SUPER CYCLE (US Gold/Epyx) 

342,650 Bryan Chamberlain, Norwich, Norfolk 

328,860 Leigh O’Connell, Murrumbeena, 

Australia L1 _ . 

320,160 A Verhaeghe, Bletchley, Bucks 


TENTH FRAME (US Gold/Access) 

AMATEUR 

300 Stefan Alexandersson, Goteborg, 
Sweden 

279 R Geens, B8470 De Panne, The 
Netherlands 

278 Michael Eley, Wimbourne, Dorset 


PROFESSIONAL 

300 Stefan Alexandersson, Goteborg, 
Sweden 

233 Neil Taylor, Bracknell, Berks 

214 Graeme Dutch, Tillydrone, Aberdeen 


TERRA CRESTA (Imagine) 

402,1 00 Michael Dunajew, Adelaide, Australia 

371 .800 Robert Hemphill, Port Glasgow, 
Renfrewshire 

341 .000 Marc Hodge, Selby, N Yorks 


THING BOUNCES BACK (Gremlin 
Graphics) 

1 .649.973 Mick Kinsman. New Malden. Surrey 
1 338.108 Steve Bennett. Prestatyn. Clwyd 
1 134.940 lain Davidson. Dumfries. Scotland 


THRUST (Firebird) 

4.764.950 Robert Troughton, Keighley, W 

Yorks o x/ , 

4.1 82.050 Arlo Swinson, Doncaster, S Yorks 

3.500.800 Declan Quinn, Bessbrook, Newry 
Co Down 


UCHI MATA (Martech) 

378,760 Mark Sexton, Lancing, W Sussex 
353,795 Nicholas Lester, Dudley, W Mids 
326,655 D Simmons, Wythenshawe, 
Manchester 


URIDIUM PLUS (Hewson) 

244,505 Michael Lykke, Viborg, Denmark 
197,925 Russell Wallace, Co Dublin, Ireland 
175,405 Paul Wheatley, S Norwood, London 


VIDEO MEANIES (Mastertronic) 

1 1 7 496 Stuart Jesson, Stoney Stanton, Leics 
1 16’, 758 Dean James, West Bromwich, W 
Mids 

1 1 3,524 Sanjay Vaghela, Rugby, Warks 


VOIDRUNNER (Mastertronic) 

5,403,560 Mick Wall, Hillsborough, Sheffield 
4,903,840 Adam Loxton, Street, Somerset 
3’, 800, 564 Steven Young, Wallsend, Tyne & 
Wear 


WARHAWK (Firebird) 

6 229,526 Glenn Haworth, Swallow, Lines 
4’, 459, 784 Hamish Patel, Northolt, Middlesex 
3,322,648 Jamie Orridge, Gedling, 
Nottingham 


WEST BANK (Gremlin Graphics) 

210 000 Jon Cullen, Hillgate, Stockport 
141 ,250 Mark Huck, Washington, Tyne & 
Wear 

131 ,600 James Lavelle, Copmanthorpe, York 


WIZARD’S LAIR (Bubble Bus) 

1 54,140 Craig Wills, Taunton, Somerset 
152,735 Steven Medcraft, Rayleigh, Essex 
133,085 Nik Yarker, Blaby, Leicester 


WONDER BOY (Activision) 

353,160 Jason Langmead, Vale, Guernsey 
347,410 Adie Griffiths, Crowborough, E 
Sussex 

168,170 Gary Blackledge, Crowborough, E 
Sussex 


XEVIOUS (US Gold) 

824.380 Fintan Brady, Virginia, Ireland 
281 .280 Jonathon Webb, Highbridge, 
Somerset 

224.100 Steven Parkes, Newcastle, Australia 


YIE AR KUNG-FU (Imagine) 

1 307,000 Gavin Conway, Paisley, Scotland 

394,700 M Brown & M Grange, Borrowash, 
Derby 

355,300 Andrew Crowther, Kibworth, 
Leicester 


THUNDERBOLT (Code Masters) 

213 220RobertTroughton, Keighley, W Yorks 
1 64.450 Adie Griffiths, Crowborough, E 
Sussex 


YIE AR KUNG-FU II (Imagine) 

288.300 Carl Adams, Tooting, London 

183.300 Ian Coulter, Leeds 

166,100 Steven Bramley, Bromley, Kent 







•> 


p mm 




^rf r ^ 


















It’s 7.00 in the evening. You’ve just finished 
another meal. You should do your homework but 
something is calling you from the garage. Some- 
thing that would terrify the neighbours. Something 
agile, fast and deadly. Pegasus-the Patrol Hydro- 
foil Missilecraft. The temptation is just too much. 



the authentic handling of NATO ally 
hydrofoils: US, Italian and Israeli. 
76mm water cooled naval gun, 
Harpoon and Gabriel missiles. 




0 


xJ 


! 


KHOTS 168 


Tint 428 


Hi l H'OPTER A 

ROM 1 • 27 

ENDS 9 80 SEARCH FOR TERRORISTS 

PAUSED PRESS ANV KIV TO CONTINUE 


8 real life missions and 
on-screen maps. 



TM &© 1987 Lucasfilm Ltd. (LFL). All rights reserved. Screen shots represent C64 version 
Others may vary. 

Electronic Arts software is available on a wide range of home computers including: 
Commodore C64, Commodore Amiga, Atari ST, IBM, Spectrum and Amstrad. 

Electronic Arts. 11-49 Station Rd. Langley. Slough. Berkshire. SL3 8YN England. 

















Wm A 


K«TORIONS : © 1987 RIJBY 
SPEARS EMTERPRISES, INC. 


★ POWER-X-TREMEH! 


FROM TV SERIES 


0871 




FROM TVS 


★ EXOFRA! 


ZAP MILLIONS 0! 


Choose from an 
awesome array of 
weapons and prepare 
for the battle of a 
lifetime! 


Ace McCloud, Jake 
Rockwell and Max Ray 
are THE CENTURIONS! 
Stop the evil Doc Terror 
in his desperate bid to 
destroy the world! Guide 
the Centurions through 
Space, Sea and Air, and 
find all six parts of the 
master key before it's too 


SPECIAL FEATURES 


Multi-directional scrolling 


3 massive levels 


Amazing ‘Exoframe’ feature 


C64 128 cass £9.99 C64 128 disk Cl 2.99 AMSTRADcass 
£9.99 AMSTRAD disk £14.99 SPECTRUM £8.99 

















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Ocean 


12 (17) GREEN BERET 

Imagine 


o 


13 (10) NEMESIS 

Konami 


14 (-) EXECUTIVE LEADERBOARD 

US Gold/Access 


o 


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1 (1) WORLD GAMES (13%) 

US Gold/Epyx 

2 (2) LEADERBOARD 

US Gold/Access 

3 (3) GAUNTLET 

US Gold 

4 (29) THE LAST NINJA (6%) 

System 3 

5 (9) WIZBALL 

Ocean 

6(5) URIDIUM (4%) 

Hewson 




7 (4) DELTA 

Thalamus 

8 (13) ELITE (3%) 

Firebird 

9 (7) SANXION 

Thalamus 

10 (8) GUNSHIP IC70, 

Microprose 


15 (16) GHOSTS ’N’ GOBLINS 

Elite 

16 (19) ALIENS 

Electric Dreams 

17 (12) BARBARIAN 

Palace 

18 (-) DEFENDER OF THE CROWN 

Mirrorsoft 

19 (6) THE SENTINEL 

Firebird 

20 (-) INFILTRATOR 

US Gold 


120 ZZAP! 64 October 1987 


— 




21 (-) PARADROID 

Hewson 

22 (1 1) INTO THE EAGLE’S NEST 

Pandora 

23 (28) ARKANOID 

Imagine 

24 (14) I, BALL 

Firebird 

25 (-) WORLD CLASS LEADERBOARD 

US Gold/Access 

26 (22) SUMMER GAMES II 

US Gold/Epyx 

27 (15) PARK PATROL 

Firebird 

28 (21) PAPERBOY 

Elite 

29 (20) SUPER CYCLE 

US Gold/Epyx 

30 (18) SACRED ARMOUR OF ANTI R I AD 

Palace 





OCTOBER 1 987 




1 (1) SANXION (36%) 

Thalamus 

Loading Music - Rob Hubbard 

2 (2) DELTA (10%) 

Thalamus 

Main Theme - Rob Hubbard 

3 (3) GREEN BERET (8%) 

Imagine 

Loading Music - Martin Galway 

4 (-) THE LAST NINJA (5%) 

System 3 

Title Tune - Ben Daglish 

5 (-) WIZBALL (4%) 

Ocean 

Main Theme - Martin Galway 


6(9) GHOSTS ’N’ GOBLINS 

Elite 

Main Theme - Mark Cooksey 

7 (4) FLASH GORDON 

MAD 

Main Theme - Rob Hubbard 

8 (8) THRUST 

Firebird 

Firebird - Rob Hubbard 

9 (-) RAMBO 

Ocean 

Main Theme - Martin Galway 

i0(10) ARKANOID 

Imagine 

Title Tune - Martin Galway 


ZZAP! 64 October 1987 121 






■ 



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The smell of the surf, the sun on your back, the sand between your toes... 
This isn’t California Dreamin’ - this is for real! Six of the best. West Coast 
sports designed to set your pulse racing! Wow your friends with your 
incredible flying skateboard feats; or show your cool hacking at the sack. 
Skate down the boardwalk, flip the Frisbee and wheelie the BMX. And then 
the ultimate test - that King of Californian sports - shooting the curl as 
you battle with those giant Pacific rollers to decide which surfer truly 
rules the waves! 

California Games™ features superb graphics, all the atmosphere of the 
West Coast, and one to eight players can take part. All the quality you 
expect from an Epyx product is here and so much more. We could tell you 
more but instead lets hear what ZZAP 64 had to say: 

‘ ‘California Games is quite simply the apex of computer sports gaming”. 

“Even in purely technical terms Epyx have somehow managed to surpass 
their own high standards — the pictures and sounds generated by this 
program are atmospheric beyond belief. 

“If you gather up all the superlatives from previous Epyx reviews and add 
them together, you just might go halfway towards describing California 
Games”. 

There. Need we say more? 






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Manufactured and distributed by U.S. Gold Limited under licence from Epyx Inc. 
U.S. Gold Limited, 2/3 Holford Way, Holford, Birmingham B6 7 AX. 

Epyx is a Registered Trademark No. 1195270. 






COMING SOON TO A 
MONITOR NEAR YOU 



All of you - sit up and listen! Here 
comes a piece of software that 
has the potential to become one 
of the most important releases 
ever to appear on the Commo- 
dore 64! The Shoot ’em up Con- 
struction Kit from Sensible Soft- 
ware, creators of Parallax and 
Wizball , is a utility which allows 
a user with absolutely no knowl- 
edge of BASIC or machine code 
to create his very own stationary 
or vertically scrolling blasting 
games. 

This type of program is 
nothing new, with Activision’s 
Game Maker being a forerunner. 
However, its limitations became 


very obvious to any budding 
games designer, and the 
finished results were often dic- 
tated by the constraints of the 
program. 

The Shoot ’em up Construc- 
tion Kit on the other hand, is an 
extremely powerful and very 
flexible, user-friendly utility 
which allows a game to be 
designed, put together and 
saved independently of the 
designer program. A saved 
game can therefore be given to 
friends and played without ever 
having to use the main module 
again. 

Designing a game starts with 



the main menu. From here the 
user selects one of nine edit 
modes, tests a game or uses the 
storage feature. The nine basic 
options are: edit sprites, back- 
ground, objects, sound effects, 
player limitations, attack waves, 
levels, character set and front 



end. Choosing one of these 
results in a further sub-menu 
appearing, which gives more 
choices for the feature in opera- 
tion. 

For example, when the 'Edit 
Sprite’ option is chosen, the 
screen prompts: select, edit, 
edit colour, slide, mirror, copy 
and erase. This comprehensive 
series of options allow up to 1 28 
12X21 sprites to be designed, 
coloured, animated and bolted 
together. 

Backgrounds are designed in 
similar fashion, with an exten- 
sive sub-menu allowing a 
character) to be selected, 
edited and coloured, and all 
chars to be put into blocks and 
used to create a scrolling map. 
The end results are limited only 
by the user’s imagination with 
cityscapes, a hostile and barren 
planet, green pastures and 
metallic spaceships being a 
fraction of the possibilities - 
now the Universe isn’t the limit! 

One of the best features is the 
'Edit Sound Effects’ option. This 
noise generator is akin to a mini- 
ature 'mixing deck’, and allows 
up to twenty four different sound 
effects to be generated by 
changing the on-screen slide 
controls. The wave, attack, pitch 
and speed and time of the rise 
and fall can be altered to create 
an incredibly wide variety of 
sounds - ranging from a soft 
gong to the most jarring and 
raucous white noise effects. 

Other edit options allow the 
user to define how much space 
the player has to move in, set the 
style, frequency and hostility of 
attack waves and designate the 
difficulty level. Another incredi- 
bly useful feature lets the user 
select whether multiples or 


r-r.iSsii 




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124 ZZAP! 64 October 1987 











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extra weapons feature in the 
gameplay, and their function in 
the gameplay is tailored to suit 
requirements. When the game 
and graphics have been set, the 
‘front end* including character 
set, title screen and logo are 
designed to add the finishing 
touches. 

To show some of its 
capabilities, the package comes 
with four demo games: the 


cheekily named Slap ’n’ Tickle , 
Outlaw , a Gunsmoke clone, 
Transputer Man , a Robotron 
game and one more, which 
hasn’t yet been christened. 

The Shoot ’em up Construc- 
tion Kit is on display at the PCW 
on Palace’s stand, and is 
released later in September on 
the new Outlaw label, priced 
£14.99 on cassette and £19.99 
for the disk version. 


IACTIVISIO NI 

HOME COM PUT 


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ARE 


Electric Dream’s latest arcade 
conversion is Atari’s one or two 
player arcade race game, Super 
Sprint 

The entire track is viewed 
from above, with four tiny racers 
participating. A race is played 
over four laps, and the rule is 
simple: ‘winner stays on’. 
Throughout the race, random 
hazards appear including oil 
slicks, tornadoes (the windy 
type) and traffic cones, all of 
which must be avoided to save 
time. 

Spanners also appear on the 
road and are picked up when run 
over. Once three have been col- 
lected, the player is given the 
opportunity to add an extra fea- 
ture to his car: extra traction, 
turbo speed or faster accelera- 
tion. There are five levels of each 
feature, and a car with all fifteen 
is one mean street machine. 

It certainly looks like the con- 
version could be a faithful repr- 


Super Sprint is on display on 
Electric Dreams’ stand at the 
PCW show and is due out at the 
end of September, for £9.99 on 
cassette and £14.99 on disk. 

Later in the year Activision 
promise a Championship Sprint 
version which contains different 
tracks and a track designer. 
Sounds good! 

A September release date is 
also set for Activision’s latest 
high-tech arcade game, X-15 
Alpha Mission. As the pilot of the 
fastest plane in the world it is 
your task to fly the X-15 to the 
outer reaches of the atmos- 
phere, seek out a terrorist-held 
space station and ‘terminate 
with extreme prejudice’! 

Originally published by the 
American company Absolute 
Entertainment, X-f 5 features 
‘an arcade style flight mission 
utilising state of the art 3D 
graphics’. Just for the record, it 
has been written by John Van 
Ryzin, whose earlier work 
includes the classic HERO. 

X-15 Alpha Mission will cost 
£9.99 on cassette and £14.99 on 
disk, so start saving! 
esentation, as it features eight 
different tracks and all the ' 
speed turns, jump ramps, poles, 
doors, bridges and tunnels of 
the original. 






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ZZAP! 64 October 1 987 1 25 








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With a full complement of 
weapons, and plenty of fuel, our 
crash-helmeted hero is all set to 
take on the challenge for the 
Mean Streak bike 


does not exist. People are trans- 
ported by molecular assembly/ 
disassembly systems, and the 
roads that have for so long acted 
as the arteries and veins of the 
country are now empty, and left 
to the mercy of the elements. 

As in every society, there is 
always a rebellious sector - 
those people who cannot or will 
not conform to the status quo. 
The breed of renegade bom 
from the safe and self-centred 


i - 

► Road-wars, 24th Century style, 




with Mean Streak 








After stunning us all with their 
Mediaeval cinematic adventure, 
Defender of the Crown , Mirror- 
soft have decided to take us on 
a trip to the far-flung future, 
where their latest release, Mean 
Streak (pictured top and centre) 
is set. 

The exact location is a 
dangerous and barbaric London 
of the 23rd Century. Society has 
become so introverted and self- 
oriented that to all intents and 
purposes, life outside their 
technologically enclosed world 

126 ZZAP! 64 October 1987 


society of this day and age takes 
its pleasures from the thrill and 
excitement of riding high-pow- 
ered motorbikes along the 
Battletrack - their name for the 
long-disused London orbital 
ring-road, the M25. 

To add even more incentive to 
their efforts, there is a prize on 
offer to the biker who can claim 
the Battletrack for his own - the 
Mean Streak -an absolutely 
incredible custom motorbike 
whose power is unequalled 
throughout the world. An ulti- 
mate prize for the winner of the 
ultimate challenge. 

The player takes the role of 
one of the bikers, and dodges 
and blasts his way through five 
levels of hazard-filled Battlet- 
rack. This perilous ride involves 
dodging the outcast bikers who 
inhabit the motorway, avoiding 
the huge cracks and potholes 
which now scar the Tarmac 
track and eventually completing 
the course to take the Mean 
Streak as his just reward. 

The are two options allowing 
Mean Streak to be played solo, 
or with another biker - one per- 
son taking the lead role, while 
the other controls the outcast 
bikers. 

The program, designed by 
David Bishop, is being written by 
the Dalali software team, and 
should be available around mid 
October for the princely sum of 
£9.95 on cassette. 

The second of Mirrorsoft’s 
up-and-coming releases fea- 
tures that staunch supporter of 
bars and sofas, that lovable 
lounge lizard Andy Capp. This 
evergreen character has been 
lurking in the pages of the Mirror 
for years, and has finally mus- 
tered the energy to makes his 
way from paper to the Commo- 
dore 64. As you can see from the 
picture below, Andy, Flo and all 
the other characters have been 
faithfully reproduced in pixel 
form. Mirrorsoft hope for a late 
October release - so keep an 
eye out. 













Contact your nearest computer store 
for details on full range or clip 4 

the coupon. / 

Prices from £5.95 - £29.95 S 

Euromax Electronics Ltd. 


FREEPOST Bessingby 
Industrial Estate 
Bridl ington YOI 6 4ST 

^ 0262 602541 


Access Accepted ^ 





pjMgfef 

















WM 






Q^JL, 

Due for release in late October 
is /, Alien (pictured bottom left), 
a ‘cartoon style’ arcade adven- 
ture which follows the exploits 
of an unfortunate extra-terrest- 
rial held captive inside a hostile 
spacecraft. 

The creature’s quest for free- 
dom initially takes place across 
the four-way scrolling scrolling 
spaceship corridors where he 
attempts to free his fellow aliens 
who are also incarcerated in the 
vessel. This heroic task requires 
the escapee to run the gauntlet 
of all the hostile aliens on board. 

When he finally manages to 
escape the spacecraft, the alien 
has to negotiate the enemy hos- 
tile aliens’ home planet, explor- 
ing paths and caverns until, in 
the lower reaches of the planet, 
the main control console and his 
missing spacecraft are eventu- 
ally found. 

Solid Air are a new team of 


programmers who are currently 
working on CRL’s latest hori- 
zontally scrolling shoot ’em up, 
Jet Boys (pictured above left). 
The action is set across a series 
of scenic forests and ruins, 
where the player takes the part 
of one of the Jet Boys - a team 
of jet-packing heroes who pat- 
rol the land in search of invading 
alien forces. 

The third up-and-coming CRL 
release is Discovery , The 

action is set way out in deep 
space where the player lands on 
an ancient and fragmented 
space station which has to be 
repaired and reactivated. 

Flying to each of the 12 dock- 
ing platforms within the station 
is rewarded by a different sub- 
game, such as breakout or sol- 
itaire (pictured centre right). As 
each sub-game is completed, 
points are awarded, together 
with sections of a circuit board. 
Once the circuit board is com- 
plete, it is put into the Discov- 
ery’s main power systems to 
fully re-energise the engines 
and thus enable it to be flown 
I back to Earth. 


Although Accolade have only 
released a few games in their 
two year existence, they have 
managed to ensure a consis- 
tently high standard, with earlier 
successes including Hardball (a 
ZZAP! Sizzler), Ps/-5 Trading 
Company and Killed Until Dead . 
That level of excellence looks 
set to continue with their newest 
game, Accolade's Comics . This 
highly original piece of software 
is described as the ‘first living 
comic book’, and gives the 
player control over a binary 
comic book. 

The storyline features the car- 
toon strip exploits of Steve 
Keene (brother of Milton), a pri- 
vate spy who is sent on a life and 
death mission to rescue the 
famous professor, Zoron Farad. 

The action is displayed as a 
series of animated comic-style 
frames and allows the player to 
alter the progress of the tale by 
choosing Keene’s responses to 
situations. This is achieved by 
selecting one of three different 
speech bubbles when prompt- 
ed, or choosing a specific action 
whenever an arrow appears. 




PREVIEW 




Steve has a wide range of 
wisecracks and smart alec 
comments, but one too many 
and the opposition just might 
take offence, with dire consequ- 
ences. According to the twist 
and turn of the plot, one of eight 
arcade sequences may appear. 
The player takes direct control 
of the hero and guides him 
safely though the peril in true 
arcade style. Extreme care has 
to be take in these sub-games, 
as the outcome directly influ- 
ences the storyline - either for 
better or worse. Keene starts 
the mission with five lives, and 
each time an arcade sequence 
is fluffed, or the wrong action is 
taken, one is removed from the 
total. When the intrepid detec- 
tive finally croaks, there’s a high 
score table which automatically 
saves to disk for posterity and 
ego-boosting. 

Accolade's Comics takes up 
six sides of disk and should have 
enough depth to keep most 
comic book fans coming back 
for more. Apparently a cassette 
version is pending, but, for obvi- 
ous reasons, details are lacking 
at the present time. 

Those who go to the PC W can 
see Accolade's Comics in action 
on the US Gold stand, the rest 
will have to wait until October, 
when it is released. 


ZZAP! 64 October 1 987 1 29 










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old favourite, Ninja Magic! Our 
contestant has his own special 
moves too, the results of whicl 
are also pretty devastating. 


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different opponents. Each of the 
fighters has a different special- 
ly move, a. * thes e 
deadly blown KisseSi swift kicks 
to the lower regions, bone- 




sette and £14.99 disk. 






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high cliff. Next comes a jungle 
confrontation with the psych- 


otic Bambo. Finally the 
a trio to 


boxer takes a trip to the mark* 
place in the centre of town is 






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Following hot on the heels of the 
highly successful Last Ninja is 
System 3’s long-awaited martial 
arts simulation, Bangkok 
Kniahts . 

Huge ‘cartoon style* sprites 


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the player takes a trip to 
Bangkok and partakes in a kick 
boxing championship. SI *’ 
life as a country boy, the piayer 
proves his worth by battling a 
series of local hard-men 

Chu Man is the first opponen 

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THE 

QUEST FOR 

ULTIMATE 

DEXTERITY 




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BY STAVROS FASOULAS CBM 64/123 


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J Shin Nihon Kikaku gcfl 

© 1985 SNK ELECTRONICS CORP 


■M 


SPECTRUM COMMODORE /~p!f 

£ 7.95 £ 8.95 lwS/ 

SPECTRUM AMSTRAD v==/ — =^=^ ^7 \ ^= 

6 Central Street • Manchester M2 5NS • Tel: 061 834 3939 • Telex: 669977 


Imagine Software Limited 


FROM THE ARCADES 



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From the Dawn of Time comes a Legendary 


4.5 billion years have passed since the earth's creation. Many dominators 
have ruled in all their glory. But Time, their greatest enemy ultimately 
defeated their reign. 

And now a Dominator's reign begins Rygar, the Legendary Warrior! A 

warrior who respects one code and one code alone, the code of combat. 

Antagonistic gladiators, reptiles, mammals, monsters, creatures of 
magic. ..come one, come all, come to meet the might of the fearless 
Rygar and in the words of the immortal warrior LET'S FIGHT!!! 

CBM 64/128 SPECTRUM AMSTRAD 

£9.99 £14.99 £8.99 £9.99 £14.99 fB 


dcxjdd •> . mom 

SCREEN SHOTS FROM ARCADE VERSION. 

U.S. Gold Ltd., Units 2/3 Holford Way, Holford 
Birmingham B6 7AX. Tel: 021 356 3388